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		<id>https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209912</id>
		<title>Worst RPGs ever</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209912"/>
		<updated>2012-07-16T16:43:44Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Spawn of Fashan (1981) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contemplating the worst RPG of all time is a lot like enjoying a foul wine. Not drinking it, of course. But watching another person take a sip, cackling at the expression on their face, and guffawing when they throw up all over their shoes. And then reminiscing about the half-digested spray after the fact. The exquisite pleasure of an aromatic bouquet, second-hand.&lt;br /&gt;
&lt;br /&gt;
The usual suspects in this category are rarely elevated to legendary status merely because of poorly implemented or conceptualized rules. No, candidates are often judged based on the pure offensiveness of their subject matter, naked authorial hubris on internet forums like Usenet or RPGnet, for being the conspicuous failure of an otherwise notable designer (like Gary Gygax), or for sheer gonzo wackiness; and then popularized by flame-filled threads and scathing and hyperbolically over-the-top reviews. Many of the most successful contenders could be disqualified for not being complete and playable games. And many, including the worst three, are only available electronically and never reached print.&lt;br /&gt;
&lt;br /&gt;
== The Unholy Trinity ==&lt;br /&gt;
&lt;br /&gt;
The list of the worst RPGs of all time is consistently topped by an unholy trinity: &#039;&#039;F.A.T.A.L.&#039;&#039;, &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;), and &#039;&#039;HYBRID&#039;&#039;. Two of these are notorious for their sheer offensiveness, regardless of their poor design: &#039;&#039;F.A.T.A.L.&#039;&#039;, which has been called &amp;quot;the date rape RPG, without dating&amp;quot; and has a stat for a character&#039;s &amp;quot;anal circumference&amp;quot;; and the white supremacist RaHoWa set in a post-apocalyptic world where the PCs hunt down and kill racial minorities. &#039;&#039;HYBRID&#039;&#039;, while also given to racist and sexist ranting, is more noted for its utter incomprehensibility and is apparently the result of the delusional and paranoid mind of a schizophrenic. Of the three, only &#039;&#039;F.A.T.A.L.&#039;&#039; was ever sold (as a PDF) or played (despite a ridiculously ornate system); RaHoWa is not a complete game, and in any case may merely be a propaganda tool for an odious subculture; and &#039;&#039;HYBRID&#039;&#039; is just a list of nonsensical rules, despite its grandiose claim that it correctly models physical reality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;F.A.T.A.L.&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When it first hit the fora it was greeted with derision and disbelief, with posters quoting snippets from the ruleset as “evidence” that they can&#039;t be serious, this can&#039;t be a real game, they had to be putting everyone on.  Sadly, it eventually came out that it was no joke, that Byron Hall and company were dead serious and firmly believed they had created the Greatest Game Ever (an opinion they apparently still hold).&lt;br /&gt;
&lt;br /&gt;
The short version: FATAL is over-complex, incoherent, racist, misogynist, and deviant in a bad way.  More details are in [[RPG_Lexica:GHI|the “Game That Must Not Be Named” entry]] and the links from there.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The source of the game, fatalgames.com, may have recently gone out of business. (And the consensus is &amp;quot;good riddance&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
In the first edition, &#039;&#039;F.A.T.A.L&#039;&#039; is an acronym for &amp;quot;Fantasy Adventures to Adult Lechery&amp;quot;, but this was toned down to &amp;quot;From Another Time, Another Land&amp;quot; in the second edition.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/14/14567.phtml &amp;quot;Review of FATAL&amp;quot;] by Jason Sartin and Darren MacLennan. Originally posted to RPGnet in 2004(?), but quickly pulled because of language and the questionable decision to include an embedded link to the infamous &amp;quot;tubgirl&amp;quot; picture. Survived for a few years at Sartin&#039;s Primary Error until the site went away, and then was only available via the Wayback Machine. An expanded version was resubmitted to RPGnet, and reappeared in October 2009.&lt;br /&gt;
** [[FATALReviewRebuttal]]. A copy of author Byron Hall&#039;s rebuttal of the Sartin &amp;amp; MacLennan review (originally posted at www.fatalgames.com).&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=45433 &amp;quot;Review of F.A.T.A.L.&amp;quot;] thread on RPGnet where Byron Hall announced the availability of the rebuttal. Degenerated into a massive flamewar. Other RPGnet threads/flamewars: [http://forum.rpg.net/showthread.php?t=284836 &amp;quot;FATAL: WTF?!&amp;quot;], [http://forum.rpg.net/showthread.php?t=383333 &amp;quot;Sexuality : Exalted Vs. Fatal...&amp;quot;].&lt;br /&gt;
* [http://web.archive.org/web/20030205182630/www.fatalgames.com/fatal.html Fatal Games website], as preserved by the Wayback Machine. Includes the original pdf.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
The PCs play “White Warriors”, fighting against the classic &#039;enemies&#039; of racist groups: blacks, Jews, latrinos (the game uses that term), and basically everyone outside of the “Aryan ideal”--or, &#039;&#039;would&#039;&#039;, if the game had decent rules. Incomplete, racist, and stupid. &lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/rahowasucks.html Racial Holy War (1st Edition)] at Primary Error (currently down, but preserved by the [http://web.archive.org/web/20080212094700/http://atrocities.primaryerror.net/rahowasucks.html Wayback Machine]). Review by Jason Sartin.&lt;br /&gt;
* [http://web.archive.org/web/20011223145057/www.wcotc.com/revm/rahowa.html &#039;&#039;Racial Holy War&#039;&#039;] preserved by the Wayback Machine. Game by Rev. Kenneth Molyneaux.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;HYBRID&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HYBRID&#039;&#039; burst into the collective gamers&#039; consciousness in the late 1990s, when a poster using the sobriquet &amp;quot;C++&amp;quot; (later &amp;quot;Matthew&amp;quot;) migrated from the comic book newsgroups, and started posting to the Usenet group rec.games.frp.super-heroes. The posts, a series of unrelated and unsequential numbered rules that conflated mathematical equations and racist and sexist screeds into an apparent (and later, stated) attempt to quantify and perfectly describe (perhaps even create) reality using comic book characters as a basis, at first caused disbelief. Yet the sheer unremitting number of posts turned the consensus into amazement and derision, which snowballed into a panoply of mocking replies in any thread that C++ graced. Combined with the almost random way the author replied to entirely unrelated threads, this caused an inenvitable effect: The newsgroup quickly died under the weight of sheer nonsense and his raving horde of anti-fans.&lt;br /&gt;
&lt;br /&gt;
C++ eventually made the jump to RPGnet, and Phillippe Tromeur (may the Supreme Gamer have mercy on his soul) collated, collected, and published the ever-growing and randomly-versioned game (using the term &amp;quot;game&amp;quot; in the loosest of all possible senses) on the web, perpetuating and enshrining the Wonderlandian nonsensical and night-Lovecraftian work of love (or at least obsessive compulsion) for all to view.&lt;br /&gt;
&lt;br /&gt;
The attempt to create one ruleset to simulate the whole of reality using comics is most probably a schizophrenic&#039;s cry for help &amp;amp;mdash; or possibly an extended game of Nomic gone berserk. No one&#039;s entirely sure, including the author if the text is any indication. Probably (no &amp;amp;mdash; absolutely, 100%, totally) not playable, but here because it is, after all, an attempt at a game by someone who seems to have no idea what an rpg is.&lt;br /&gt;
&lt;br /&gt;
* [http://philippe.tromeur.free.fr/hybrid.htm &#039;&#039;HYBRID&#039;&#039;] hosted by Phillippe Tromeur. Game by Matthew a.k.a. C++.&lt;br /&gt;
* [http://atrocities.primaryerror.net/hybrid.html &#039;&#039;HYBRID (V 0.3)&#039;&#039;] at Primary Error. Review by Jason Sartin. [http://web.archive.org/web/20080214090910/http://atrocities.primaryerror.net/hybrid.html &amp;quot;(The Wayback Machine copy)&amp;quot;]&lt;br /&gt;
* &#039;&#039;HYBRID (V 0.4)&#039;&#039; at hybrid-rpg.blogspot.com by Matthew a.k.a. CWhat.&lt;br /&gt;
&lt;br /&gt;
== Previous title-holders ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Spawn of Fashan&#039;&#039; (1981) ===&lt;br /&gt;
&lt;br /&gt;
From the early years of the hobby, overcomplex to the point of being incomprehensible and so bad that some gamers insisted it had to be a deliberate satire. Including notable game designer and author of &#039;&#039;Heroic Worlds&#039;&#039; Lawrence Schick, who wrote a scathing review in &#039;&#039;Dragon&#039;&#039; magazine #60, concluding that the game was so terrible it just &#039;&#039;had&#039;&#039; to be a deliberate parody. Its legacy (such as it is) as one of the first truly terrible games catapulted it into the limelight (being of course pre-World Wide Web, more efficient means of propulsion like those that secured the notoriety of the much later &#039;&#039;F.A.T.A.L.&#039;&#039; were simply not available). The early 1980s USENET article [http://www.seiyuu.com/okamoto/gaming/realmen.htm &amp;quot;Real Men Don&#039;t Play Fantasy Role-Playing Games,&amp;quot;] written by Jeff Okamoto, Sandy Petersen, and other USENET users, which classifies roleplayers into &amp;quot;Real Men, Real Roleplayers, Munchkins, and Loonies,&amp;quot; listed &#039;&#039;Spawn of Fashan&#039;&#039; as the preferred game for Loonies. The popular success of the article, and its (much-)subsequent proliferation as a minor internet meme (many variations on the original are available via friendly neighborhood search engines), ensured that the game&#039;s reputation survived into the digital era.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_6157.html The Spawn of Fashan] by Roger M. Wilcox&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The World of Synnibarr&#039;&#039; (1991) === &lt;br /&gt;
&lt;br /&gt;
This science fantasy RPG is among the most legendary examples of mass &amp;quot;worst game ever!&amp;quot; sentiment, and has been mocked both for its surreal setting (every time Synnibarr comes up in discussion, &#039;&#039;someone&#039;&#039; just has to mention the flying grizzly bears with laser beam eyes) and incredibly complex rules (which go as far as providing an equation for how hard you can exhale!). This reputation was not helped by creator Raven c.s. McCracken&#039;s hostility towards the game&#039;s critics in the early 1990s. These days, however, Mr. McCracken is more friendly (he even got along with Darren MacLennan at Origins 2003, despite the latter&#039;s previous vitriol), and many people feel FATAL is more deserving of &amp;quot;worst game ever&amp;quot; status than Synnibarr ever was. A few gamers even enjoy the game&#039;s silliness in an Ed Wood/&#039;&#039;Plan 9 From Outer Space&#039;&#039; way.&lt;br /&gt;
&lt;br /&gt;
Review on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2002.html &amp;quot;The World of Synnibarr&amp;quot;] by Craig Warren.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_372.html &amp;quot;The World of Synnibarr&amp;quot;] by Bradford C. Walker.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_4762.html &amp;quot;The World of Synnibarr&amp;quot;] by Darren MacLennan.&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/10/10564.phtml &amp;quot;The World of Synnibarr&amp;quot;] by Roger Mier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;SenZar&#039;&#039; (1995) ===&lt;br /&gt;
&lt;br /&gt;
This fantasy RPG became infamous after a 1996 USENET incident where the creators overhyped the game, going as far as using sock puppet accounts to attack the inevitable critics. As with World of Synnibarr, SenZar was once considered by many RPGnet denizens the worst RPG ever, but this antipathy has largely been redirected against FATAL. The game itself is surprisingly playable, having more elegant rules and fewer restrictions than most class/level games, and arguably doesn&#039;t belong in any list of terrible games. Nonetheless, it still has elements that an average gamer might object to, such as its open encouragement of powergaming, the lack of balance among the professions/classes, the rather juvenile writing, or the fetish for all things heavy metal.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2265.html &amp;quot;SenZar&amp;quot;] by David Edelstein.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_3161.html &amp;quot;SenZar, 1st Edition]&amp;quot; by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
== Also-rans ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Adventures of Indiana Jones Role-Playing Game&#039;&#039; (1984) === &lt;br /&gt;
&lt;br /&gt;
This game generated the false rumor that TSR had tried to trademark &#039;Nazi&#039;. One of the most astonishingly limited RPGs ever published: you can only play a short list of characters from the films, there are no character generation rules in the boxed set (though rules were included in the Judge&#039;s Screen accessory), and adventure formats were similarly sparse. Some of these features might be excused if the game was thought of as deliberately &#039;introductory&#039; in nature, but the fact is, it sucked. This is not be confused with 1994&#039;s &#039;&#039;The World of Indiana Jones&#039;&#039; by West End Games.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Cyborg Commando&#039;&#039; (1987) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyborg Commando&#039;&#039; has reached iconic status primarily because of the name on the cover: Gary Gygax. After his departure from TSR, Gygax founded New Infinities Productions, Inc. and published &#039;&#039;Cyborg&#039;&#039; in 1987, with fellow luminaries Kim Mohan and Frank Mentzer. The game designers, rooted in the trends of the 1970s, attempted to create a game adopting the dark sensibilities then in vogue in the 1980s. The result is an implausible game about cyborgs who fight alien invaders (&amp;quot;Xenoborgs&amp;quot;) by shooting lasers from their fingers with a wonky mechanic.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;deadEarth&#039;&#039; (2000) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;deadEarth&#039;&#039; is a post-apocalyptic RPG that was distributed primarily in the Wisconsin area. The second edition is available under the GNU FDL which unfortunately means copies are available on the web, even though the original website is defunct. In addition to risible mechanics and a very random setting, deadEarth commits the two cardinal sins of game design: it claims to be realistic, and tries to prop itself up by bashing other RPGs. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s tackle the &amp;quot;realism&amp;quot; angle. First up on the drawing board is a table of 1,000 powers a PC can acquire from radiation exposure. Well, yes it is possible to develop urinary tract problems (029 Fire Pee). But more common are mutations like the ability prevent someone from dying by physically fighting the spirit of death (436 Verve Paladin), to automatically die if the character is ever exposed to a pool of water (007 Belly Up), or... become a good housekeeper (005 Homebody or 401 Doorman). Bizarre deaths, random character traits that don&#039;t belong on a &amp;quot;mutation&amp;quot; table, and weird super powers.&lt;br /&gt;
&lt;br /&gt;
Oh, yes. Death. In the vein of other more classic games like &#039;&#039;Traveller&#039;&#039;, &#039;&#039;deadEarth&#039;&#039; PCs will often die during character creation. However, a player is only allowed to roll up three characters. Which means if a player rolls poorly, they&#039;re not allowed to play the game. Whew. At last, a desirable outcome. Better than being unable to tell which end of a sharp object is &#039;&#039;sharp&#039;&#039; (140 Bloody Palm), and certainly more dignified than having to write &amp;quot;Hooters&amp;quot; (217) or &amp;quot;Pimp&amp;quot; (212) on a character sheet.&lt;br /&gt;
* [http://thatsnotmysquid.com/blog/?p=45#content Mytholder&#039;s Review]&lt;br /&gt;
* [http://web.archive.org/web/20070701165404/atrocities.primaryerror.net/deadearth.html Archive of the Primary Error Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html B. K. B. Johnson&#039;s Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html JT Smith&#039;s &amp;quot;Review&amp;quot;] (if 200 words without any substance qualifies as a &#039;&#039;review&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Empire of Satanis&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
The author of Satanis, Darrick Dishaw, described his game in the RPGnet forums as a &amp;quot;dark fantasy RPG inspired by H.P. Lovecraft, Thomas Ligotti, Hellraiser, and [his] own nightmares.&amp;quot; What players who cracked open the game found was a mess of a game whose major reason for existing was to be as &amp;quot;rebellious&amp;quot; and &amp;quot;dark&amp;quot; as a 14-year-old proto-Goth. The system was a competent enough spin on d6, but the setting killed the interest for a number of reviewers, who just didn&#039;t see a reason for playing beings of pure evil who scheme in a hell dimension and occasionally go out and torment humans. Dishaw didn&#039;t help matters much; the self-proclaimed Satanist and &amp;quot;Cthulhu Cultist&amp;quot; (believing that beings made up by H.P. Lovecraft were representational imagery of &#039;&#039;real&#039;&#039; Things That Should Not Be) actually tried to levy a curse against all those who panned his game on the RPGnet forums. An interesting idea that had already been portrayed by In Nomine in a more well-rounded fashion, and which wasn&#039;t at all helped by the eccentricites of the author.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;K.A.B.A.L.&#039;&#039; (&#039;&#039;Knights and Berserkers and Legerdemain&#039;&#039;, 1980) ===&lt;br /&gt;
&lt;br /&gt;
One of the first RPG&#039;s to follow in the wake of original D&amp;amp;D, and arguably the hobby&#039;s first unmitigated flop.&lt;br /&gt;
&lt;br /&gt;
The designer of this game traveled throughout central Florida (his home base) running sessions of this game. He was actually a very good GM, if a little full of himself, and the games were always fun.&lt;br /&gt;
&lt;br /&gt;
June 20, 2011; The game is very complex and requires extensive number crunching but is realistic...for a fantasy game. From a marketing standpoint it was a flop but the game actually had a lot of merit and could have been adapted to online mmorg&#039;s of today. (edited by a friend of the games creator..for full disclosure)&lt;br /&gt;
&lt;br /&gt;
=== Leading Edge Games ===&lt;br /&gt;
LEG&#039;s Phoenix Command is one of the most complex role-playing systems ever devised, to the point of unplayability - with mechanics such as varying times to aim based off square root of a firearm barrel length.&lt;br /&gt;
After the financial failure of LEG its founder/author, Barry Nakazono, went back to designing rockets for the aerospace industry. (reference: [http://forum.rpg.net/archive/index.php/t-137298.html] ). LEG also produced &amp;quot;Sword&#039;s Path Glory&amp;quot; a generic add-on for D&amp;amp;D and clones thereof, a book comprising largely of mathematically modelled hit location charts which would determine a flesh depth penetration from impact and cross-reference with armour value to determine exact organs injured and hits scored.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Wraeththu&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
At the top of the “bizarre setting” list is this game, based on a series of novels by Storm Constantine.  The Wraeththu are hermaphrodite bishonen ubermenschen who are apparently slowly taking over the Earth—and, along the way, converting the occasional human into one of them by transfusing blood into them.  Oh yeah, there are only male Wraeththu—and their genitalia look like flowers or anemones. (Hence the name I&#039;m trying to popularize for it, MHLD, for Mr. Happy Looks Different.)&lt;br /&gt;
&lt;br /&gt;
The apparently decorative flower on the cover of the core rulebook is, well, not. A flower, that is. The embellishment makes &#039;&#039;Wraeththu: From Enchantment to Fulfilment&#039;&#039; perhaps the only RPG with a penis prominently displayed on the front cover.&lt;br /&gt;
&lt;br /&gt;
Though the setting is what most people remember about Wraeththu, it is quite closely modelled on the series of novels that it is based on. It is more the system that is at fault here than the campaign world, which is precisely what it set out to be - a fanguide to a set of obscure pseudo-homoerotic fantasies written by Storm Constantine. The novels have their own cult following. The rules on the other hand include such wonderful faux pas as chainmail armour that provides complete protection from flamethrower damage, collision rules that would result in instant death from kicking a stationary car, falling rules that would have the average human killed every time he tripped, magic rules that were blatantly stolen from the original Mage RPG by White Wolf, and a general system so entirely unsuited to its subject matter that it&#039;s somewhat akin to grafting D&amp;amp;D&#039;s mechanics onto an episode of Love Story.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=244590 &amp;quot;This is the Wraeththu review you&#039;ve been waiting for...&amp;quot;] thread on RPGnet. Review by Darren MacLennan.&lt;br /&gt;
* Jeff Rients review, announced in [http://forum.rpg.net/showthread.php?t=206244 this thread] on RPGnet. More positive than McLennan&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Zarrakan&#039;&#039; (1997?) ===  &lt;br /&gt;
&lt;br /&gt;
The author of &#039;&#039;Zarrakan: Where the Adventure Never Ends&#039;&#039; started his posting career on RPGnet in January 2008, resurrecting a five-year old thread entitled &amp;quot;Zarrakan - Is This For Real?&amp;quot; by making a personal attack against the critic. After several more critical posts, and several personal attacks in reply the author gloated that the thread was generating additional hits on his website, and was promptly banned.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=31715 &amp;quot;Zarrakan - Is This For Real?&amp;quot;] thread on RPGnet. The 2003 thread was resurrected by the author in 2008, and later locked.&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209911</id>
		<title>Worst RPGs ever</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209911"/>
		<updated>2012-07-16T15:54:15Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* SenZar (1995) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contemplating the worst RPG of all time is a lot like enjoying a foul wine. Not drinking it, of course. But watching another person take a sip, cackling at the expression on their face, and guffawing when they throw up all over their shoes. And then reminiscing about the half-digested spray after the fact. The exquisite pleasure of an aromatic bouquet, second-hand.&lt;br /&gt;
&lt;br /&gt;
The usual suspects in this category are rarely elevated to legendary status merely because of poorly implemented or conceptualized rules. No, candidates are often judged based on the pure offensiveness of their subject matter, naked authorial hubris on internet forums like Usenet or RPGnet, for being the conspicuous failure of an otherwise notable designer (like Gary Gygax), or for sheer gonzo wackiness; and then popularized by flame-filled threads and scathing and hyperbolically over-the-top reviews. Many of the most successful contenders could be disqualified for not being complete and playable games. And many, including the worst three, are only available electronically and never reached print.&lt;br /&gt;
&lt;br /&gt;
== The Unholy Trinity ==&lt;br /&gt;
&lt;br /&gt;
The list of the worst RPGs of all time is consistently topped by an unholy trinity: &#039;&#039;F.A.T.A.L.&#039;&#039;, &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;), and &#039;&#039;HYBRID&#039;&#039;. Two of these are notorious for their sheer offensiveness, regardless of their poor design: &#039;&#039;F.A.T.A.L.&#039;&#039;, which has been called &amp;quot;the date rape RPG, without dating&amp;quot; and has a stat for a character&#039;s &amp;quot;anal circumference&amp;quot;; and the white supremacist RaHoWa set in a post-apocalyptic world where the PCs hunt down and kill racial minorities. &#039;&#039;HYBRID&#039;&#039;, while also given to racist and sexist ranting, is more noted for its utter incomprehensibility and is apparently the result of the delusional and paranoid mind of a schizophrenic. Of the three, only &#039;&#039;F.A.T.A.L.&#039;&#039; was ever sold (as a PDF) or played (despite a ridiculously ornate system); RaHoWa is not a complete game, and in any case may merely be a propaganda tool for an odious subculture; and &#039;&#039;HYBRID&#039;&#039; is just a list of nonsensical rules, despite its grandiose claim that it correctly models physical reality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;F.A.T.A.L.&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When it first hit the fora it was greeted with derision and disbelief, with posters quoting snippets from the ruleset as “evidence” that they can&#039;t be serious, this can&#039;t be a real game, they had to be putting everyone on.  Sadly, it eventually came out that it was no joke, that Byron Hall and company were dead serious and firmly believed they had created the Greatest Game Ever (an opinion they apparently still hold).&lt;br /&gt;
&lt;br /&gt;
The short version: FATAL is over-complex, incoherent, racist, misogynist, and deviant in a bad way.  More details are in [[RPG_Lexica:GHI|the “Game That Must Not Be Named” entry]] and the links from there.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The source of the game, fatalgames.com, may have recently gone out of business. (And the consensus is &amp;quot;good riddance&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
In the first edition, &#039;&#039;F.A.T.A.L&#039;&#039; is an acronym for &amp;quot;Fantasy Adventures to Adult Lechery&amp;quot;, but this was toned down to &amp;quot;From Another Time, Another Land&amp;quot; in the second edition.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/14/14567.phtml &amp;quot;Review of FATAL&amp;quot;] by Jason Sartin and Darren MacLennan. Originally posted to RPGnet in 2004(?), but quickly pulled because of language and the questionable decision to include an embedded link to the infamous &amp;quot;tubgirl&amp;quot; picture. Survived for a few years at Sartin&#039;s Primary Error until the site went away, and then was only available via the Wayback Machine. An expanded version was resubmitted to RPGnet, and reappeared in October 2009.&lt;br /&gt;
** [[FATALReviewRebuttal]]. A copy of author Byron Hall&#039;s rebuttal of the Sartin &amp;amp; MacLennan review (originally posted at www.fatalgames.com).&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=45433 &amp;quot;Review of F.A.T.A.L.&amp;quot;] thread on RPGnet where Byron Hall announced the availability of the rebuttal. Degenerated into a massive flamewar. Other RPGnet threads/flamewars: [http://forum.rpg.net/showthread.php?t=284836 &amp;quot;FATAL: WTF?!&amp;quot;], [http://forum.rpg.net/showthread.php?t=383333 &amp;quot;Sexuality : Exalted Vs. Fatal...&amp;quot;].&lt;br /&gt;
* [http://web.archive.org/web/20030205182630/www.fatalgames.com/fatal.html Fatal Games website], as preserved by the Wayback Machine. Includes the original pdf.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
The PCs play “White Warriors”, fighting against the classic &#039;enemies&#039; of racist groups: blacks, Jews, latrinos (the game uses that term), and basically everyone outside of the “Aryan ideal”--or, &#039;&#039;would&#039;&#039;, if the game had decent rules. Incomplete, racist, and stupid. &lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/rahowasucks.html Racial Holy War (1st Edition)] at Primary Error (currently down, but preserved by the [http://web.archive.org/web/20080212094700/http://atrocities.primaryerror.net/rahowasucks.html Wayback Machine]). Review by Jason Sartin.&lt;br /&gt;
* [http://web.archive.org/web/20011223145057/www.wcotc.com/revm/rahowa.html &#039;&#039;Racial Holy War&#039;&#039;] preserved by the Wayback Machine. Game by Rev. Kenneth Molyneaux.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;HYBRID&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HYBRID&#039;&#039; burst into the collective gamers&#039; consciousness in the late 1990s, when a poster using the sobriquet &amp;quot;C++&amp;quot; (later &amp;quot;Matthew&amp;quot;) migrated from the comic book newsgroups, and started posting to the Usenet group rec.games.frp.super-heroes. The posts, a series of unrelated and unsequential numbered rules that conflated mathematical equations and racist and sexist screeds into an apparent (and later, stated) attempt to quantify and perfectly describe (perhaps even create) reality using comic book characters as a basis, at first caused disbelief. Yet the sheer unremitting number of posts turned the consensus into amazement and derision, which snowballed into a panoply of mocking replies in any thread that C++ graced. Combined with the almost random way the author replied to entirely unrelated threads, this caused an inenvitable effect: The newsgroup quickly died under the weight of sheer nonsense and his raving horde of anti-fans.&lt;br /&gt;
&lt;br /&gt;
C++ eventually made the jump to RPGnet, and Phillippe Tromeur (may the Supreme Gamer have mercy on his soul) collated, collected, and published the ever-growing and randomly-versioned game (using the term &amp;quot;game&amp;quot; in the loosest of all possible senses) on the web, perpetuating and enshrining the Wonderlandian nonsensical and night-Lovecraftian work of love (or at least obsessive compulsion) for all to view.&lt;br /&gt;
&lt;br /&gt;
The attempt to create one ruleset to simulate the whole of reality using comics is most probably a schizophrenic&#039;s cry for help &amp;amp;mdash; or possibly an extended game of Nomic gone berserk. No one&#039;s entirely sure, including the author if the text is any indication. Probably (no &amp;amp;mdash; absolutely, 100%, totally) not playable, but here because it is, after all, an attempt at a game by someone who seems to have no idea what an rpg is.&lt;br /&gt;
&lt;br /&gt;
* [http://philippe.tromeur.free.fr/hybrid.htm &#039;&#039;HYBRID&#039;&#039;] hosted by Phillippe Tromeur. Game by Matthew a.k.a. C++.&lt;br /&gt;
* [http://atrocities.primaryerror.net/hybrid.html &#039;&#039;HYBRID (V 0.3)&#039;&#039;] at Primary Error. Review by Jason Sartin. [http://web.archive.org/web/20080214090910/http://atrocities.primaryerror.net/hybrid.html &amp;quot;(The Wayback Machine copy)&amp;quot;]&lt;br /&gt;
* &#039;&#039;HYBRID (V 0.4)&#039;&#039; at hybrid-rpg.blogspot.com by Matthew a.k.a. CWhat.&lt;br /&gt;
&lt;br /&gt;
== Previous title-holders ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Spawn of Fashan&#039;&#039; (1981) ===&lt;br /&gt;
&lt;br /&gt;
From the early years of the hobby, overcomplex to the point of being incomprehensible and so bad that some gamers insisted it had to be a deliberate satire. Including notable game designer and author of &#039;&#039;Heroic Worlds&#039;&#039; Lawrence Schick, who wrote a scathing review in &#039;&#039;Dragon&#039;&#039; magazine #60, concluding that the game was so terrible it just &#039;&#039;had&#039;&#039; to be a deliberate parody. Its legacy (such as it is) as one of the first truly terrible games catapulted it into the limelight (being of course pre-World Wide Web, more efficient means of propulsion like those that secured the notoriety of the much later &#039;&#039;F.A.T.A.L.&#039;&#039; were simply not available). An early 1980s USENET meme created by Jeff Okamoto, Sandy Petersen, and other USENET users, which classifies roleplayers into [http://www.seiyuu.com/okamoto/gaming/realmen.htm &amp;quot;Real Men, Real Roleplayers, Munchkins, and Loonies,&amp;quot;] listed &#039;&#039;Spawn of Fashan&#039;&#039; as the preferred game for Loonies. The popular success of the article, and its (much-)subsequent proliferation as a minor internet meme (many variations on the original are available via friendly neighborhood search engines), ensured that the game&#039;s reputation survived into the digital era.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_6157.html The Spawn of Fashan] by Roger M. Wilcox&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The World of Synnibarr&#039;&#039; (1991) === &lt;br /&gt;
&lt;br /&gt;
This science fantasy RPG is among the most legendary examples of mass &amp;quot;worst game ever!&amp;quot; sentiment, and has been mocked both for its surreal setting (every time Synnibarr comes up in discussion, &#039;&#039;someone&#039;&#039; just has to mention the flying grizzly bears with laser beam eyes) and incredibly complex rules (which go as far as providing an equation for how hard you can exhale!). This reputation was not helped by creator Raven c.s. McCracken&#039;s hostility towards the game&#039;s critics in the early 1990s. These days, however, Mr. McCracken is more friendly (he even got along with Darren MacLennan at Origins 2003, despite the latter&#039;s previous vitriol), and many people feel FATAL is more deserving of &amp;quot;worst game ever&amp;quot; status than Synnibarr ever was. A few gamers even enjoy the game&#039;s silliness in an Ed Wood/&#039;&#039;Plan 9 From Outer Space&#039;&#039; way.&lt;br /&gt;
&lt;br /&gt;
Review on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2002.html &amp;quot;The World of Synnibarr&amp;quot;] by Craig Warren.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_372.html &amp;quot;The World of Synnibarr&amp;quot;] by Bradford C. Walker.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_4762.html &amp;quot;The World of Synnibarr&amp;quot;] by Darren MacLennan.&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/10/10564.phtml &amp;quot;The World of Synnibarr&amp;quot;] by Roger Mier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;SenZar&#039;&#039; (1995) ===&lt;br /&gt;
&lt;br /&gt;
This fantasy RPG became infamous after a 1996 USENET incident where the creators overhyped the game, going as far as using sock puppet accounts to attack the inevitable critics. As with World of Synnibarr, SenZar was once considered by many RPGnet denizens the worst RPG ever, but this antipathy has largely been redirected against FATAL. The game itself is surprisingly playable, having more elegant rules and fewer restrictions than most class/level games, and arguably doesn&#039;t belong in any list of terrible games. Nonetheless, it still has elements that an average gamer might object to, such as its open encouragement of powergaming, the lack of balance among the professions/classes, the rather juvenile writing, or the fetish for all things heavy metal.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2265.html &amp;quot;SenZar&amp;quot;] by David Edelstein.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_3161.html &amp;quot;SenZar, 1st Edition]&amp;quot; by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
== Also-rans ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Adventures of Indiana Jones Role-Playing Game&#039;&#039; (1984) === &lt;br /&gt;
&lt;br /&gt;
This game generated the false rumor that TSR had tried to trademark &#039;Nazi&#039;. One of the most astonishingly limited RPGs ever published: you can only play a short list of characters from the films, there are no character generation rules in the boxed set (though rules were included in the Judge&#039;s Screen accessory), and adventure formats were similarly sparse. Some of these features might be excused if the game was thought of as deliberately &#039;introductory&#039; in nature, but the fact is, it sucked. This is not be confused with 1994&#039;s &#039;&#039;The World of Indiana Jones&#039;&#039; by West End Games.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Cyborg Commando&#039;&#039; (1987) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyborg Commando&#039;&#039; has reached iconic status primarily because of the name on the cover: Gary Gygax. After his departure from TSR, Gygax founded New Infinities Productions, Inc. and published &#039;&#039;Cyborg&#039;&#039; in 1987, with fellow luminaries Kim Mohan and Frank Mentzer. The game designers, rooted in the trends of the 1970s, attempted to create a game adopting the dark sensibilities then in vogue in the 1980s. The result is an implausible game about cyborgs who fight alien invaders (&amp;quot;Xenoborgs&amp;quot;) by shooting lasers from their fingers with a wonky mechanic.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;deadEarth&#039;&#039; (2000) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;deadEarth&#039;&#039; is a post-apocalyptic RPG that was distributed primarily in the Wisconsin area. The second edition is available under the GNU FDL which unfortunately means copies are available on the web, even though the original website is defunct. In addition to risible mechanics and a very random setting, deadEarth commits the two cardinal sins of game design: it claims to be realistic, and tries to prop itself up by bashing other RPGs. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s tackle the &amp;quot;realism&amp;quot; angle. First up on the drawing board is a table of 1,000 powers a PC can acquire from radiation exposure. Well, yes it is possible to develop urinary tract problems (029 Fire Pee). But more common are mutations like the ability prevent someone from dying by physically fighting the spirit of death (436 Verve Paladin), to automatically die if the character is ever exposed to a pool of water (007 Belly Up), or... become a good housekeeper (005 Homebody or 401 Doorman). Bizarre deaths, random character traits that don&#039;t belong on a &amp;quot;mutation&amp;quot; table, and weird super powers.&lt;br /&gt;
&lt;br /&gt;
Oh, yes. Death. In the vein of other more classic games like &#039;&#039;Traveller&#039;&#039;, &#039;&#039;deadEarth&#039;&#039; PCs will often die during character creation. However, a player is only allowed to roll up three characters. Which means if a player rolls poorly, they&#039;re not allowed to play the game. Whew. At last, a desirable outcome. Better than being unable to tell which end of a sharp object is &#039;&#039;sharp&#039;&#039; (140 Bloody Palm), and certainly more dignified than having to write &amp;quot;Hooters&amp;quot; (217) or &amp;quot;Pimp&amp;quot; (212) on a character sheet.&lt;br /&gt;
* [http://thatsnotmysquid.com/blog/?p=45#content Mytholder&#039;s Review]&lt;br /&gt;
* [http://web.archive.org/web/20070701165404/atrocities.primaryerror.net/deadearth.html Archive of the Primary Error Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html B. K. B. Johnson&#039;s Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html JT Smith&#039;s &amp;quot;Review&amp;quot;] (if 200 words without any substance qualifies as a &#039;&#039;review&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Empire of Satanis&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
The author of Satanis, Darrick Dishaw, described his game in the RPGnet forums as a &amp;quot;dark fantasy RPG inspired by H.P. Lovecraft, Thomas Ligotti, Hellraiser, and [his] own nightmares.&amp;quot; What players who cracked open the game found was a mess of a game whose major reason for existing was to be as &amp;quot;rebellious&amp;quot; and &amp;quot;dark&amp;quot; as a 14-year-old proto-Goth. The system was a competent enough spin on d6, but the setting killed the interest for a number of reviewers, who just didn&#039;t see a reason for playing beings of pure evil who scheme in a hell dimension and occasionally go out and torment humans. Dishaw didn&#039;t help matters much; the self-proclaimed Satanist and &amp;quot;Cthulhu Cultist&amp;quot; (believing that beings made up by H.P. Lovecraft were representational imagery of &#039;&#039;real&#039;&#039; Things That Should Not Be) actually tried to levy a curse against all those who panned his game on the RPGnet forums. An interesting idea that had already been portrayed by In Nomine in a more well-rounded fashion, and which wasn&#039;t at all helped by the eccentricites of the author.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;K.A.B.A.L.&#039;&#039; (&#039;&#039;Knights and Berserkers and Legerdemain&#039;&#039;, 1980) ===&lt;br /&gt;
&lt;br /&gt;
One of the first RPG&#039;s to follow in the wake of original D&amp;amp;D, and arguably the hobby&#039;s first unmitigated flop.&lt;br /&gt;
&lt;br /&gt;
The designer of this game traveled throughout central Florida (his home base) running sessions of this game. He was actually a very good GM, if a little full of himself, and the games were always fun.&lt;br /&gt;
&lt;br /&gt;
June 20, 2011; The game is very complex and requires extensive number crunching but is realistic...for a fantasy game. From a marketing standpoint it was a flop but the game actually had a lot of merit and could have been adapted to online mmorg&#039;s of today. (edited by a friend of the games creator..for full disclosure)&lt;br /&gt;
&lt;br /&gt;
=== Leading Edge Games ===&lt;br /&gt;
LEG&#039;s Phoenix Command is one of the most complex role-playing systems ever devised, to the point of unplayability - with mechanics such as varying times to aim based off square root of a firearm barrel length.&lt;br /&gt;
After the financial failure of LEG its founder/author, Barry Nakazono, went back to designing rockets for the aerospace industry. (reference: [http://forum.rpg.net/archive/index.php/t-137298.html] ). LEG also produced &amp;quot;Sword&#039;s Path Glory&amp;quot; a generic add-on for D&amp;amp;D and clones thereof, a book comprising largely of mathematically modelled hit location charts which would determine a flesh depth penetration from impact and cross-reference with armour value to determine exact organs injured and hits scored.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Wraeththu&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
At the top of the “bizarre setting” list is this game, based on a series of novels by Storm Constantine.  The Wraeththu are hermaphrodite bishonen ubermenschen who are apparently slowly taking over the Earth—and, along the way, converting the occasional human into one of them by transfusing blood into them.  Oh yeah, there are only male Wraeththu—and their genitalia look like flowers or anemones. (Hence the name I&#039;m trying to popularize for it, MHLD, for Mr. Happy Looks Different.)&lt;br /&gt;
&lt;br /&gt;
The apparently decorative flower on the cover of the core rulebook is, well, not. A flower, that is. The embellishment makes &#039;&#039;Wraeththu: From Enchantment to Fulfilment&#039;&#039; perhaps the only RPG with a penis prominently displayed on the front cover.&lt;br /&gt;
&lt;br /&gt;
Though the setting is what most people remember about Wraeththu, it is quite closely modelled on the series of novels that it is based on. It is more the system that is at fault here than the campaign world, which is precisely what it set out to be - a fanguide to a set of obscure pseudo-homoerotic fantasies written by Storm Constantine. The novels have their own cult following. The rules on the other hand include such wonderful faux pas as chainmail armour that provides complete protection from flamethrower damage, collision rules that would result in instant death from kicking a stationary car, falling rules that would have the average human killed every time he tripped, magic rules that were blatantly stolen from the original Mage RPG by White Wolf, and a general system so entirely unsuited to its subject matter that it&#039;s somewhat akin to grafting D&amp;amp;D&#039;s mechanics onto an episode of Love Story.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=244590 &amp;quot;This is the Wraeththu review you&#039;ve been waiting for...&amp;quot;] thread on RPGnet. Review by Darren MacLennan.&lt;br /&gt;
* Jeff Rients review, announced in [http://forum.rpg.net/showthread.php?t=206244 this thread] on RPGnet. More positive than McLennan&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Zarrakan&#039;&#039; (1997?) ===  &lt;br /&gt;
&lt;br /&gt;
The author of &#039;&#039;Zarrakan: Where the Adventure Never Ends&#039;&#039; started his posting career on RPGnet in January 2008, resurrecting a five-year old thread entitled &amp;quot;Zarrakan - Is This For Real?&amp;quot; by making a personal attack against the critic. After several more critical posts, and several personal attacks in reply the author gloated that the thread was generating additional hits on his website, and was promptly banned.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=31715 &amp;quot;Zarrakan - Is This For Real?&amp;quot;] thread on RPGnet. The 2003 thread was resurrected by the author in 2008, and later locked.&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209910</id>
		<title>Worst RPGs ever</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209910"/>
		<updated>2012-07-16T15:51:40Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The World of Synnibarr (1991) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contemplating the worst RPG of all time is a lot like enjoying a foul wine. Not drinking it, of course. But watching another person take a sip, cackling at the expression on their face, and guffawing when they throw up all over their shoes. And then reminiscing about the half-digested spray after the fact. The exquisite pleasure of an aromatic bouquet, second-hand.&lt;br /&gt;
&lt;br /&gt;
The usual suspects in this category are rarely elevated to legendary status merely because of poorly implemented or conceptualized rules. No, candidates are often judged based on the pure offensiveness of their subject matter, naked authorial hubris on internet forums like Usenet or RPGnet, for being the conspicuous failure of an otherwise notable designer (like Gary Gygax), or for sheer gonzo wackiness; and then popularized by flame-filled threads and scathing and hyperbolically over-the-top reviews. Many of the most successful contenders could be disqualified for not being complete and playable games. And many, including the worst three, are only available electronically and never reached print.&lt;br /&gt;
&lt;br /&gt;
== The Unholy Trinity ==&lt;br /&gt;
&lt;br /&gt;
The list of the worst RPGs of all time is consistently topped by an unholy trinity: &#039;&#039;F.A.T.A.L.&#039;&#039;, &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;), and &#039;&#039;HYBRID&#039;&#039;. Two of these are notorious for their sheer offensiveness, regardless of their poor design: &#039;&#039;F.A.T.A.L.&#039;&#039;, which has been called &amp;quot;the date rape RPG, without dating&amp;quot; and has a stat for a character&#039;s &amp;quot;anal circumference&amp;quot;; and the white supremacist RaHoWa set in a post-apocalyptic world where the PCs hunt down and kill racial minorities. &#039;&#039;HYBRID&#039;&#039;, while also given to racist and sexist ranting, is more noted for its utter incomprehensibility and is apparently the result of the delusional and paranoid mind of a schizophrenic. Of the three, only &#039;&#039;F.A.T.A.L.&#039;&#039; was ever sold (as a PDF) or played (despite a ridiculously ornate system); RaHoWa is not a complete game, and in any case may merely be a propaganda tool for an odious subculture; and &#039;&#039;HYBRID&#039;&#039; is just a list of nonsensical rules, despite its grandiose claim that it correctly models physical reality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;F.A.T.A.L.&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When it first hit the fora it was greeted with derision and disbelief, with posters quoting snippets from the ruleset as “evidence” that they can&#039;t be serious, this can&#039;t be a real game, they had to be putting everyone on.  Sadly, it eventually came out that it was no joke, that Byron Hall and company were dead serious and firmly believed they had created the Greatest Game Ever (an opinion they apparently still hold).&lt;br /&gt;
&lt;br /&gt;
The short version: FATAL is over-complex, incoherent, racist, misogynist, and deviant in a bad way.  More details are in [[RPG_Lexica:GHI|the “Game That Must Not Be Named” entry]] and the links from there.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The source of the game, fatalgames.com, may have recently gone out of business. (And the consensus is &amp;quot;good riddance&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
In the first edition, &#039;&#039;F.A.T.A.L&#039;&#039; is an acronym for &amp;quot;Fantasy Adventures to Adult Lechery&amp;quot;, but this was toned down to &amp;quot;From Another Time, Another Land&amp;quot; in the second edition.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/14/14567.phtml &amp;quot;Review of FATAL&amp;quot;] by Jason Sartin and Darren MacLennan. Originally posted to RPGnet in 2004(?), but quickly pulled because of language and the questionable decision to include an embedded link to the infamous &amp;quot;tubgirl&amp;quot; picture. Survived for a few years at Sartin&#039;s Primary Error until the site went away, and then was only available via the Wayback Machine. An expanded version was resubmitted to RPGnet, and reappeared in October 2009.&lt;br /&gt;
** [[FATALReviewRebuttal]]. A copy of author Byron Hall&#039;s rebuttal of the Sartin &amp;amp; MacLennan review (originally posted at www.fatalgames.com).&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=45433 &amp;quot;Review of F.A.T.A.L.&amp;quot;] thread on RPGnet where Byron Hall announced the availability of the rebuttal. Degenerated into a massive flamewar. Other RPGnet threads/flamewars: [http://forum.rpg.net/showthread.php?t=284836 &amp;quot;FATAL: WTF?!&amp;quot;], [http://forum.rpg.net/showthread.php?t=383333 &amp;quot;Sexuality : Exalted Vs. Fatal...&amp;quot;].&lt;br /&gt;
* [http://web.archive.org/web/20030205182630/www.fatalgames.com/fatal.html Fatal Games website], as preserved by the Wayback Machine. Includes the original pdf.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
The PCs play “White Warriors”, fighting against the classic &#039;enemies&#039; of racist groups: blacks, Jews, latrinos (the game uses that term), and basically everyone outside of the “Aryan ideal”--or, &#039;&#039;would&#039;&#039;, if the game had decent rules. Incomplete, racist, and stupid. &lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/rahowasucks.html Racial Holy War (1st Edition)] at Primary Error (currently down, but preserved by the [http://web.archive.org/web/20080212094700/http://atrocities.primaryerror.net/rahowasucks.html Wayback Machine]). Review by Jason Sartin.&lt;br /&gt;
* [http://web.archive.org/web/20011223145057/www.wcotc.com/revm/rahowa.html &#039;&#039;Racial Holy War&#039;&#039;] preserved by the Wayback Machine. Game by Rev. Kenneth Molyneaux.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;HYBRID&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HYBRID&#039;&#039; burst into the collective gamers&#039; consciousness in the late 1990s, when a poster using the sobriquet &amp;quot;C++&amp;quot; (later &amp;quot;Matthew&amp;quot;) migrated from the comic book newsgroups, and started posting to the Usenet group rec.games.frp.super-heroes. The posts, a series of unrelated and unsequential numbered rules that conflated mathematical equations and racist and sexist screeds into an apparent (and later, stated) attempt to quantify and perfectly describe (perhaps even create) reality using comic book characters as a basis, at first caused disbelief. Yet the sheer unremitting number of posts turned the consensus into amazement and derision, which snowballed into a panoply of mocking replies in any thread that C++ graced. Combined with the almost random way the author replied to entirely unrelated threads, this caused an inenvitable effect: The newsgroup quickly died under the weight of sheer nonsense and his raving horde of anti-fans.&lt;br /&gt;
&lt;br /&gt;
C++ eventually made the jump to RPGnet, and Phillippe Tromeur (may the Supreme Gamer have mercy on his soul) collated, collected, and published the ever-growing and randomly-versioned game (using the term &amp;quot;game&amp;quot; in the loosest of all possible senses) on the web, perpetuating and enshrining the Wonderlandian nonsensical and night-Lovecraftian work of love (or at least obsessive compulsion) for all to view.&lt;br /&gt;
&lt;br /&gt;
The attempt to create one ruleset to simulate the whole of reality using comics is most probably a schizophrenic&#039;s cry for help &amp;amp;mdash; or possibly an extended game of Nomic gone berserk. No one&#039;s entirely sure, including the author if the text is any indication. Probably (no &amp;amp;mdash; absolutely, 100%, totally) not playable, but here because it is, after all, an attempt at a game by someone who seems to have no idea what an rpg is.&lt;br /&gt;
&lt;br /&gt;
* [http://philippe.tromeur.free.fr/hybrid.htm &#039;&#039;HYBRID&#039;&#039;] hosted by Phillippe Tromeur. Game by Matthew a.k.a. C++.&lt;br /&gt;
* [http://atrocities.primaryerror.net/hybrid.html &#039;&#039;HYBRID (V 0.3)&#039;&#039;] at Primary Error. Review by Jason Sartin. [http://web.archive.org/web/20080214090910/http://atrocities.primaryerror.net/hybrid.html &amp;quot;(The Wayback Machine copy)&amp;quot;]&lt;br /&gt;
* &#039;&#039;HYBRID (V 0.4)&#039;&#039; at hybrid-rpg.blogspot.com by Matthew a.k.a. CWhat.&lt;br /&gt;
&lt;br /&gt;
== Previous title-holders ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Spawn of Fashan&#039;&#039; (1981) ===&lt;br /&gt;
&lt;br /&gt;
From the early years of the hobby, overcomplex to the point of being incomprehensible and so bad that some gamers insisted it had to be a deliberate satire. Including notable game designer and author of &#039;&#039;Heroic Worlds&#039;&#039; Lawrence Schick, who wrote a scathing review in &#039;&#039;Dragon&#039;&#039; magazine #60, concluding that the game was so terrible it just &#039;&#039;had&#039;&#039; to be a deliberate parody. Its legacy (such as it is) as one of the first truly terrible games catapulted it into the limelight (being of course pre-World Wide Web, more efficient means of propulsion like those that secured the notoriety of the much later &#039;&#039;F.A.T.A.L.&#039;&#039; were simply not available). An early 1980s USENET meme created by Jeff Okamoto, Sandy Petersen, and other USENET users, which classifies roleplayers into [http://www.seiyuu.com/okamoto/gaming/realmen.htm &amp;quot;Real Men, Real Roleplayers, Munchkins, and Loonies,&amp;quot;] listed &#039;&#039;Spawn of Fashan&#039;&#039; as the preferred game for Loonies. The popular success of the article, and its (much-)subsequent proliferation as a minor internet meme (many variations on the original are available via friendly neighborhood search engines), ensured that the game&#039;s reputation survived into the digital era.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_6157.html The Spawn of Fashan] by Roger M. Wilcox&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The World of Synnibarr&#039;&#039; (1991) === &lt;br /&gt;
&lt;br /&gt;
This science fantasy RPG is among the most legendary examples of mass &amp;quot;worst game ever!&amp;quot; sentiment, and has been mocked both for its surreal setting (every time Synnibarr comes up in discussion, &#039;&#039;someone&#039;&#039; just has to mention the flying grizzly bears with laser beam eyes) and incredibly complex rules (which go as far as providing an equation for how hard you can exhale!). This reputation was not helped by creator Raven c.s. McCracken&#039;s hostility towards the game&#039;s critics in the early 1990s. These days, however, Mr. McCracken is more friendly (he even got along with Darren MacLennan at Origins 2003, despite the latter&#039;s previous vitriol), and many people feel FATAL is more deserving of &amp;quot;worst game ever&amp;quot; status than Synnibarr ever was. A few gamers even enjoy the game&#039;s silliness in an Ed Wood/&#039;&#039;Plan 9 From Outer Space&#039;&#039; way.&lt;br /&gt;
&lt;br /&gt;
Review on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2002.html &amp;quot;The World of Synnibarr&amp;quot;] by Craig Warren.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_372.html &amp;quot;The World of Synnibarr&amp;quot;] by Bradford C. Walker.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_4762.html &amp;quot;The World of Synnibarr&amp;quot;] by Darren MacLennan.&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/10/10564.phtml &amp;quot;The World of Synnibarr&amp;quot;] by Roger Mier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;SenZar&#039;&#039; (1995) ===&lt;br /&gt;
&lt;br /&gt;
This fantasy RPG became infamous after a 1996 usenet incident where the creators overhyped the game, going as far as using sock puppet accounts to attack the inevitable critics. As with World of Synnibarr, SenZar was once considered by many RPGnet denizens the worst RPG ever, but this antipathy has largely been redirected against FATAL. The game itself is surprisingly playable, having more elegant rules and fewer restrictions than most class/level games, and arguably doesn&#039;t belong in any list of terrible games. Nonetheless, it still has elements that an average gamer might object to, such as its open encouragement of powergaming, the lack of balance among the professions/classes, the rather juvenile writing, or the fetish for all things heavy metal.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2265.html &amp;quot;SenZar&amp;quot;] by David Edelstein.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_3161.html &amp;quot;SenZar, 1st Edition]&amp;quot; by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
== Also-rans ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Adventures of Indiana Jones Role-Playing Game&#039;&#039; (1984) === &lt;br /&gt;
&lt;br /&gt;
This game generated the false rumor that TSR had tried to trademark &#039;Nazi&#039;. One of the most astonishingly limited RPGs ever published: you can only play a short list of characters from the films, there are no character generation rules in the boxed set (though rules were included in the Judge&#039;s Screen accessory), and adventure formats were similarly sparse. Some of these features might be excused if the game was thought of as deliberately &#039;introductory&#039; in nature, but the fact is, it sucked. This is not be confused with 1994&#039;s &#039;&#039;The World of Indiana Jones&#039;&#039; by West End Games.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Cyborg Commando&#039;&#039; (1987) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyborg Commando&#039;&#039; has reached iconic status primarily because of the name on the cover: Gary Gygax. After his departure from TSR, Gygax founded New Infinities Productions, Inc. and published &#039;&#039;Cyborg&#039;&#039; in 1987, with fellow luminaries Kim Mohan and Frank Mentzer. The game designers, rooted in the trends of the 1970s, attempted to create a game adopting the dark sensibilities then in vogue in the 1980s. The result is an implausible game about cyborgs who fight alien invaders (&amp;quot;Xenoborgs&amp;quot;) by shooting lasers from their fingers with a wonky mechanic.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;deadEarth&#039;&#039; (2000) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;deadEarth&#039;&#039; is a post-apocalyptic RPG that was distributed primarily in the Wisconsin area. The second edition is available under the GNU FDL which unfortunately means copies are available on the web, even though the original website is defunct. In addition to risible mechanics and a very random setting, deadEarth commits the two cardinal sins of game design: it claims to be realistic, and tries to prop itself up by bashing other RPGs. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s tackle the &amp;quot;realism&amp;quot; angle. First up on the drawing board is a table of 1,000 powers a PC can acquire from radiation exposure. Well, yes it is possible to develop urinary tract problems (029 Fire Pee). But more common are mutations like the ability prevent someone from dying by physically fighting the spirit of death (436 Verve Paladin), to automatically die if the character is ever exposed to a pool of water (007 Belly Up), or... become a good housekeeper (005 Homebody or 401 Doorman). Bizarre deaths, random character traits that don&#039;t belong on a &amp;quot;mutation&amp;quot; table, and weird super powers.&lt;br /&gt;
&lt;br /&gt;
Oh, yes. Death. In the vein of other more classic games like &#039;&#039;Traveller&#039;&#039;, &#039;&#039;deadEarth&#039;&#039; PCs will often die during character creation. However, a player is only allowed to roll up three characters. Which means if a player rolls poorly, they&#039;re not allowed to play the game. Whew. At last, a desirable outcome. Better than being unable to tell which end of a sharp object is &#039;&#039;sharp&#039;&#039; (140 Bloody Palm), and certainly more dignified than having to write &amp;quot;Hooters&amp;quot; (217) or &amp;quot;Pimp&amp;quot; (212) on a character sheet.&lt;br /&gt;
* [http://thatsnotmysquid.com/blog/?p=45#content Mytholder&#039;s Review]&lt;br /&gt;
* [http://web.archive.org/web/20070701165404/atrocities.primaryerror.net/deadearth.html Archive of the Primary Error Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html B. K. B. Johnson&#039;s Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html JT Smith&#039;s &amp;quot;Review&amp;quot;] (if 200 words without any substance qualifies as a &#039;&#039;review&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Empire of Satanis&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
The author of Satanis, Darrick Dishaw, described his game in the RPGnet forums as a &amp;quot;dark fantasy RPG inspired by H.P. Lovecraft, Thomas Ligotti, Hellraiser, and [his] own nightmares.&amp;quot; What players who cracked open the game found was a mess of a game whose major reason for existing was to be as &amp;quot;rebellious&amp;quot; and &amp;quot;dark&amp;quot; as a 14-year-old proto-Goth. The system was a competent enough spin on d6, but the setting killed the interest for a number of reviewers, who just didn&#039;t see a reason for playing beings of pure evil who scheme in a hell dimension and occasionally go out and torment humans. Dishaw didn&#039;t help matters much; the self-proclaimed Satanist and &amp;quot;Cthulhu Cultist&amp;quot; (believing that beings made up by H.P. Lovecraft were representational imagery of &#039;&#039;real&#039;&#039; Things That Should Not Be) actually tried to levy a curse against all those who panned his game on the RPGnet forums. An interesting idea that had already been portrayed by In Nomine in a more well-rounded fashion, and which wasn&#039;t at all helped by the eccentricites of the author.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;K.A.B.A.L.&#039;&#039; (&#039;&#039;Knights and Berserkers and Legerdemain&#039;&#039;, 1980) ===&lt;br /&gt;
&lt;br /&gt;
One of the first RPG&#039;s to follow in the wake of original D&amp;amp;D, and arguably the hobby&#039;s first unmitigated flop.&lt;br /&gt;
&lt;br /&gt;
The designer of this game traveled throughout central Florida (his home base) running sessions of this game. He was actually a very good GM, if a little full of himself, and the games were always fun.&lt;br /&gt;
&lt;br /&gt;
June 20, 2011; The game is very complex and requires extensive number crunching but is realistic...for a fantasy game. From a marketing standpoint it was a flop but the game actually had a lot of merit and could have been adapted to online mmorg&#039;s of today. (edited by a friend of the games creator..for full disclosure)&lt;br /&gt;
&lt;br /&gt;
=== Leading Edge Games ===&lt;br /&gt;
LEG&#039;s Phoenix Command is one of the most complex role-playing systems ever devised, to the point of unplayability - with mechanics such as varying times to aim based off square root of a firearm barrel length.&lt;br /&gt;
After the financial failure of LEG its founder/author, Barry Nakazono, went back to designing rockets for the aerospace industry. (reference: [http://forum.rpg.net/archive/index.php/t-137298.html] ). LEG also produced &amp;quot;Sword&#039;s Path Glory&amp;quot; a generic add-on for D&amp;amp;D and clones thereof, a book comprising largely of mathematically modelled hit location charts which would determine a flesh depth penetration from impact and cross-reference with armour value to determine exact organs injured and hits scored.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Wraeththu&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
At the top of the “bizarre setting” list is this game, based on a series of novels by Storm Constantine.  The Wraeththu are hermaphrodite bishonen ubermenschen who are apparently slowly taking over the Earth—and, along the way, converting the occasional human into one of them by transfusing blood into them.  Oh yeah, there are only male Wraeththu—and their genitalia look like flowers or anemones. (Hence the name I&#039;m trying to popularize for it, MHLD, for Mr. Happy Looks Different.)&lt;br /&gt;
&lt;br /&gt;
The apparently decorative flower on the cover of the core rulebook is, well, not. A flower, that is. The embellishment makes &#039;&#039;Wraeththu: From Enchantment to Fulfilment&#039;&#039; perhaps the only RPG with a penis prominently displayed on the front cover.&lt;br /&gt;
&lt;br /&gt;
Though the setting is what most people remember about Wraeththu, it is quite closely modelled on the series of novels that it is based on. It is more the system that is at fault here than the campaign world, which is precisely what it set out to be - a fanguide to a set of obscure pseudo-homoerotic fantasies written by Storm Constantine. The novels have their own cult following. The rules on the other hand include such wonderful faux pas as chainmail armour that provides complete protection from flamethrower damage, collision rules that would result in instant death from kicking a stationary car, falling rules that would have the average human killed every time he tripped, magic rules that were blatantly stolen from the original Mage RPG by White Wolf, and a general system so entirely unsuited to its subject matter that it&#039;s somewhat akin to grafting D&amp;amp;D&#039;s mechanics onto an episode of Love Story.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=244590 &amp;quot;This is the Wraeththu review you&#039;ve been waiting for...&amp;quot;] thread on RPGnet. Review by Darren MacLennan.&lt;br /&gt;
* Jeff Rients review, announced in [http://forum.rpg.net/showthread.php?t=206244 this thread] on RPGnet. More positive than McLennan&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Zarrakan&#039;&#039; (1997?) ===  &lt;br /&gt;
&lt;br /&gt;
The author of &#039;&#039;Zarrakan: Where the Adventure Never Ends&#039;&#039; started his posting career on RPGnet in January 2008, resurrecting a five-year old thread entitled &amp;quot;Zarrakan - Is This For Real?&amp;quot; by making a personal attack against the critic. After several more critical posts, and several personal attacks in reply the author gloated that the thread was generating additional hits on his website, and was promptly banned.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=31715 &amp;quot;Zarrakan - Is This For Real?&amp;quot;] thread on RPGnet. The 2003 thread was resurrected by the author in 2008, and later locked.&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209909</id>
		<title>Worst RPGs ever</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Worst_RPGs_ever&amp;diff=209909"/>
		<updated>2012-07-16T15:50:04Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Contemplating the worst RPG of all time is a lot like enjoying a foul wine. Not drinking it, of course. But watching another person take a sip, cackling at the expression on their face, and guffawing when they throw up all over their shoes. And then reminiscing about the half-digested spray after the fact. The exquisite pleasure of an aromatic bouquet, second-hand.&lt;br /&gt;
&lt;br /&gt;
The usual suspects in this category are rarely elevated to legendary status merely because of poorly implemented or conceptualized rules. No, candidates are often judged based on the pure offensiveness of their subject matter, naked authorial hubris on internet forums like Usenet or RPGnet, for being the conspicuous failure of an otherwise notable designer (like Gary Gygax), or for sheer gonzo wackiness; and then popularized by flame-filled threads and scathing and hyperbolically over-the-top reviews. Many of the most successful contenders could be disqualified for not being complete and playable games. And many, including the worst three, are only available electronically and never reached print.&lt;br /&gt;
&lt;br /&gt;
== The Unholy Trinity ==&lt;br /&gt;
&lt;br /&gt;
The list of the worst RPGs of all time is consistently topped by an unholy trinity: &#039;&#039;F.A.T.A.L.&#039;&#039;, &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;), and &#039;&#039;HYBRID&#039;&#039;. Two of these are notorious for their sheer offensiveness, regardless of their poor design: &#039;&#039;F.A.T.A.L.&#039;&#039;, which has been called &amp;quot;the date rape RPG, without dating&amp;quot; and has a stat for a character&#039;s &amp;quot;anal circumference&amp;quot;; and the white supremacist RaHoWa set in a post-apocalyptic world where the PCs hunt down and kill racial minorities. &#039;&#039;HYBRID&#039;&#039;, while also given to racist and sexist ranting, is more noted for its utter incomprehensibility and is apparently the result of the delusional and paranoid mind of a schizophrenic. Of the three, only &#039;&#039;F.A.T.A.L.&#039;&#039; was ever sold (as a PDF) or played (despite a ridiculously ornate system); RaHoWa is not a complete game, and in any case may merely be a propaganda tool for an odious subculture; and &#039;&#039;HYBRID&#039;&#039; is just a list of nonsensical rules, despite its grandiose claim that it correctly models physical reality.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;F.A.T.A.L.&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
When it first hit the fora it was greeted with derision and disbelief, with posters quoting snippets from the ruleset as “evidence” that they can&#039;t be serious, this can&#039;t be a real game, they had to be putting everyone on.  Sadly, it eventually came out that it was no joke, that Byron Hall and company were dead serious and firmly believed they had created the Greatest Game Ever (an opinion they apparently still hold).&lt;br /&gt;
&lt;br /&gt;
The short version: FATAL is over-complex, incoherent, racist, misogynist, and deviant in a bad way.  More details are in [[RPG_Lexica:GHI|the “Game That Must Not Be Named” entry]] and the links from there.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; The source of the game, fatalgames.com, may have recently gone out of business. (And the consensus is &amp;quot;good riddance&amp;quot;.)&lt;br /&gt;
&lt;br /&gt;
In the first edition, &#039;&#039;F.A.T.A.L&#039;&#039; is an acronym for &amp;quot;Fantasy Adventures to Adult Lechery&amp;quot;, but this was toned down to &amp;quot;From Another Time, Another Land&amp;quot; in the second edition.&lt;br /&gt;
&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/14/14567.phtml &amp;quot;Review of FATAL&amp;quot;] by Jason Sartin and Darren MacLennan. Originally posted to RPGnet in 2004(?), but quickly pulled because of language and the questionable decision to include an embedded link to the infamous &amp;quot;tubgirl&amp;quot; picture. Survived for a few years at Sartin&#039;s Primary Error until the site went away, and then was only available via the Wayback Machine. An expanded version was resubmitted to RPGnet, and reappeared in October 2009.&lt;br /&gt;
** [[FATALReviewRebuttal]]. A copy of author Byron Hall&#039;s rebuttal of the Sartin &amp;amp; MacLennan review (originally posted at www.fatalgames.com).&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=45433 &amp;quot;Review of F.A.T.A.L.&amp;quot;] thread on RPGnet where Byron Hall announced the availability of the rebuttal. Degenerated into a massive flamewar. Other RPGnet threads/flamewars: [http://forum.rpg.net/showthread.php?t=284836 &amp;quot;FATAL: WTF?!&amp;quot;], [http://forum.rpg.net/showthread.php?t=383333 &amp;quot;Sexuality : Exalted Vs. Fatal...&amp;quot;].&lt;br /&gt;
* [http://web.archive.org/web/20030205182630/www.fatalgames.com/fatal.html Fatal Games website], as preserved by the Wayback Machine. Includes the original pdf.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Racial Holy War&#039;&#039; (&#039;&#039;RaHoWa&#039;&#039;) ===&lt;br /&gt;
&lt;br /&gt;
The PCs play “White Warriors”, fighting against the classic &#039;enemies&#039; of racist groups: blacks, Jews, latrinos (the game uses that term), and basically everyone outside of the “Aryan ideal”--or, &#039;&#039;would&#039;&#039;, if the game had decent rules. Incomplete, racist, and stupid. &lt;br /&gt;
&lt;br /&gt;
* [http://atrocities.primaryerror.net/rahowasucks.html Racial Holy War (1st Edition)] at Primary Error (currently down, but preserved by the [http://web.archive.org/web/20080212094700/http://atrocities.primaryerror.net/rahowasucks.html Wayback Machine]). Review by Jason Sartin.&lt;br /&gt;
* [http://web.archive.org/web/20011223145057/www.wcotc.com/revm/rahowa.html &#039;&#039;Racial Holy War&#039;&#039;] preserved by the Wayback Machine. Game by Rev. Kenneth Molyneaux.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;HYBRID&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;HYBRID&#039;&#039; burst into the collective gamers&#039; consciousness in the late 1990s, when a poster using the sobriquet &amp;quot;C++&amp;quot; (later &amp;quot;Matthew&amp;quot;) migrated from the comic book newsgroups, and started posting to the Usenet group rec.games.frp.super-heroes. The posts, a series of unrelated and unsequential numbered rules that conflated mathematical equations and racist and sexist screeds into an apparent (and later, stated) attempt to quantify and perfectly describe (perhaps even create) reality using comic book characters as a basis, at first caused disbelief. Yet the sheer unremitting number of posts turned the consensus into amazement and derision, which snowballed into a panoply of mocking replies in any thread that C++ graced. Combined with the almost random way the author replied to entirely unrelated threads, this caused an inenvitable effect: The newsgroup quickly died under the weight of sheer nonsense and his raving horde of anti-fans.&lt;br /&gt;
&lt;br /&gt;
C++ eventually made the jump to RPGnet, and Phillippe Tromeur (may the Supreme Gamer have mercy on his soul) collated, collected, and published the ever-growing and randomly-versioned game (using the term &amp;quot;game&amp;quot; in the loosest of all possible senses) on the web, perpetuating and enshrining the Wonderlandian nonsensical and night-Lovecraftian work of love (or at least obsessive compulsion) for all to view.&lt;br /&gt;
&lt;br /&gt;
The attempt to create one ruleset to simulate the whole of reality using comics is most probably a schizophrenic&#039;s cry for help &amp;amp;mdash; or possibly an extended game of Nomic gone berserk. No one&#039;s entirely sure, including the author if the text is any indication. Probably (no &amp;amp;mdash; absolutely, 100%, totally) not playable, but here because it is, after all, an attempt at a game by someone who seems to have no idea what an rpg is.&lt;br /&gt;
&lt;br /&gt;
* [http://philippe.tromeur.free.fr/hybrid.htm &#039;&#039;HYBRID&#039;&#039;] hosted by Phillippe Tromeur. Game by Matthew a.k.a. C++.&lt;br /&gt;
* [http://atrocities.primaryerror.net/hybrid.html &#039;&#039;HYBRID (V 0.3)&#039;&#039;] at Primary Error. Review by Jason Sartin. [http://web.archive.org/web/20080214090910/http://atrocities.primaryerror.net/hybrid.html &amp;quot;(The Wayback Machine copy)&amp;quot;]&lt;br /&gt;
* &#039;&#039;HYBRID (V 0.4)&#039;&#039; at hybrid-rpg.blogspot.com by Matthew a.k.a. CWhat.&lt;br /&gt;
&lt;br /&gt;
== Previous title-holders ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Spawn of Fashan&#039;&#039; (1981) ===&lt;br /&gt;
&lt;br /&gt;
From the early years of the hobby, overcomplex to the point of being incomprehensible and so bad that some gamers insisted it had to be a deliberate satire. Including notable game designer and author of &#039;&#039;Heroic Worlds&#039;&#039; Lawrence Schick, who wrote a scathing review in &#039;&#039;Dragon&#039;&#039; magazine #60, concluding that the game was so terrible it just &#039;&#039;had&#039;&#039; to be a deliberate parody. Its legacy (such as it is) as one of the first truly terrible games catapulted it into the limelight (being of course pre-World Wide Web, more efficient means of propulsion like those that secured the notoriety of the much later &#039;&#039;F.A.T.A.L.&#039;&#039; were simply not available). An early 1980s USENET meme created by Jeff Okamoto, Sandy Petersen, and other USENET users, which classifies roleplayers into [http://www.seiyuu.com/okamoto/gaming/realmen.htm &amp;quot;Real Men, Real Roleplayers, Munchkins, and Loonies,&amp;quot;] listed &#039;&#039;Spawn of Fashan&#039;&#039; as the preferred game for Loonies. The popular success of the article, and its (much-)subsequent proliferation as a minor internet meme (many variations on the original are available via friendly neighborhood search engines), ensured that the game&#039;s reputation survived into the digital era.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_6157.html The Spawn of Fashan] by Roger M. Wilcox&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The World of Synnibarr&#039;&#039; (1991) === &lt;br /&gt;
&lt;br /&gt;
This science fantasy RPG is among the most legendary examples of mass &amp;quot;worst game ever!&amp;quot; sentiment, and has been mocked both for its surreal setting (every time Synnibarr comes up in discussion, &#039;&#039;someone&#039;&#039; just has to mention the flying grizzly bears with laser beam eyes) and incredibly complex rules (which go as far as providing an equation for how hard you can exhale!). This reputation was not helped by creator Raven c.s. McCracken&#039;s hostility towards the game&#039;s critics in the early 90&#039;s. These days, however, Mr. McCracken is more friendly (he even got along with Darren MacLennan at Origins 2003, despite the latter&#039;s previous vitriol), and many people feel FATAL is more deserving of &amp;quot;worst game ever&amp;quot; status than Synnibarr ever was. A few gamers even enjoy the game&#039;s silliness in an Ed Wood/&#039;&#039;Plan 9 From Outer Space&#039;&#039; way.&lt;br /&gt;
&lt;br /&gt;
Review on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2002.html &amp;quot;The World of Synnibarr&amp;quot;] by Craig Warren.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_372.html &amp;quot;The World of Synnibarr&amp;quot;] by Bradford C. Walker.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_4762.html &amp;quot;The World of Synnibarr&amp;quot;] by Darren MacLennan.&lt;br /&gt;
* [http://www.rpg.net/reviews/archive/10/10564.phtml &amp;quot;The World of Synnibarr&amp;quot;] by Roger Mier.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;SenZar&#039;&#039; (1995) ===&lt;br /&gt;
&lt;br /&gt;
This fantasy RPG became infamous after a 1996 usenet incident where the creators overhyped the game, going as far as using sock puppet accounts to attack the inevitable critics. As with World of Synnibarr, SenZar was once considered by many RPGnet denizens the worst RPG ever, but this antipathy has largely been redirected against FATAL. The game itself is surprisingly playable, having more elegant rules and fewer restrictions than most class/level games, and arguably doesn&#039;t belong in any list of terrible games. Nonetheless, it still has elements that an average gamer might object to, such as its open encouragement of powergaming, the lack of balance among the professions/classes, the rather juvenile writing, or the fetish for all things heavy metal.&lt;br /&gt;
&lt;br /&gt;
Reviews on RPGnet:&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_2265.html &amp;quot;SenZar&amp;quot;] by David Edelstein.&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_3161.html &amp;quot;SenZar, 1st Edition]&amp;quot; by Jason Sartin.&lt;br /&gt;
&lt;br /&gt;
== Also-rans ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;The Adventures of Indiana Jones Role-Playing Game&#039;&#039; (1984) === &lt;br /&gt;
&lt;br /&gt;
This game generated the false rumor that TSR had tried to trademark &#039;Nazi&#039;. One of the most astonishingly limited RPGs ever published: you can only play a short list of characters from the films, there are no character generation rules in the boxed set (though rules were included in the Judge&#039;s Screen accessory), and adventure formats were similarly sparse. Some of these features might be excused if the game was thought of as deliberately &#039;introductory&#039; in nature, but the fact is, it sucked. This is not be confused with 1994&#039;s &#039;&#039;The World of Indiana Jones&#039;&#039; by West End Games.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Cyborg Commando&#039;&#039; (1987) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Cyborg Commando&#039;&#039; has reached iconic status primarily because of the name on the cover: Gary Gygax. After his departure from TSR, Gygax founded New Infinities Productions, Inc. and published &#039;&#039;Cyborg&#039;&#039; in 1987, with fellow luminaries Kim Mohan and Frank Mentzer. The game designers, rooted in the trends of the 1970s, attempted to create a game adopting the dark sensibilities then in vogue in the 1980s. The result is an implausible game about cyborgs who fight alien invaders (&amp;quot;Xenoborgs&amp;quot;) by shooting lasers from their fingers with a wonky mechanic.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;deadEarth&#039;&#039; (2000) ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;deadEarth&#039;&#039; is a post-apocalyptic RPG that was distributed primarily in the Wisconsin area. The second edition is available under the GNU FDL which unfortunately means copies are available on the web, even though the original website is defunct. In addition to risible mechanics and a very random setting, deadEarth commits the two cardinal sins of game design: it claims to be realistic, and tries to prop itself up by bashing other RPGs. &lt;br /&gt;
&lt;br /&gt;
Let&#039;s tackle the &amp;quot;realism&amp;quot; angle. First up on the drawing board is a table of 1,000 powers a PC can acquire from radiation exposure. Well, yes it is possible to develop urinary tract problems (029 Fire Pee). But more common are mutations like the ability prevent someone from dying by physically fighting the spirit of death (436 Verve Paladin), to automatically die if the character is ever exposed to a pool of water (007 Belly Up), or... become a good housekeeper (005 Homebody or 401 Doorman). Bizarre deaths, random character traits that don&#039;t belong on a &amp;quot;mutation&amp;quot; table, and weird super powers.&lt;br /&gt;
&lt;br /&gt;
Oh, yes. Death. In the vein of other more classic games like &#039;&#039;Traveller&#039;&#039;, &#039;&#039;deadEarth&#039;&#039; PCs will often die during character creation. However, a player is only allowed to roll up three characters. Which means if a player rolls poorly, they&#039;re not allowed to play the game. Whew. At last, a desirable outcome. Better than being unable to tell which end of a sharp object is &#039;&#039;sharp&#039;&#039; (140 Bloody Palm), and certainly more dignified than having to write &amp;quot;Hooters&amp;quot; (217) or &amp;quot;Pimp&amp;quot; (212) on a character sheet.&lt;br /&gt;
* [http://thatsnotmysquid.com/blog/?p=45#content Mytholder&#039;s Review]&lt;br /&gt;
* [http://web.archive.org/web/20070701165404/atrocities.primaryerror.net/deadearth.html Archive of the Primary Error Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html B. K. B. Johnson&#039;s Review]&lt;br /&gt;
* [http://www.rpg.net/news+reviews/reviews/rev_852.html JT Smith&#039;s &amp;quot;Review&amp;quot;] (if 200 words without any substance qualifies as a &#039;&#039;review&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Empire of Satanis&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
The author of Satanis, Darrick Dishaw, described his game in the RPGnet forums as a &amp;quot;dark fantasy RPG inspired by H.P. Lovecraft, Thomas Ligotti, Hellraiser, and [his] own nightmares.&amp;quot; What players who cracked open the game found was a mess of a game whose major reason for existing was to be as &amp;quot;rebellious&amp;quot; and &amp;quot;dark&amp;quot; as a 14-year-old proto-Goth. The system was a competent enough spin on d6, but the setting killed the interest for a number of reviewers, who just didn&#039;t see a reason for playing beings of pure evil who scheme in a hell dimension and occasionally go out and torment humans. Dishaw didn&#039;t help matters much; the self-proclaimed Satanist and &amp;quot;Cthulhu Cultist&amp;quot; (believing that beings made up by H.P. Lovecraft were representational imagery of &#039;&#039;real&#039;&#039; Things That Should Not Be) actually tried to levy a curse against all those who panned his game on the RPGnet forums. An interesting idea that had already been portrayed by In Nomine in a more well-rounded fashion, and which wasn&#039;t at all helped by the eccentricites of the author.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;K.A.B.A.L.&#039;&#039; (&#039;&#039;Knights and Berserkers and Legerdemain&#039;&#039;, 1980) ===&lt;br /&gt;
&lt;br /&gt;
One of the first RPG&#039;s to follow in the wake of original D&amp;amp;D, and arguably the hobby&#039;s first unmitigated flop.&lt;br /&gt;
&lt;br /&gt;
The designer of this game traveled throughout central Florida (his home base) running sessions of this game. He was actually a very good GM, if a little full of himself, and the games were always fun.&lt;br /&gt;
&lt;br /&gt;
June 20, 2011; The game is very complex and requires extensive number crunching but is realistic...for a fantasy game. From a marketing standpoint it was a flop but the game actually had a lot of merit and could have been adapted to online mmorg&#039;s of today. (edited by a friend of the games creator..for full disclosure)&lt;br /&gt;
&lt;br /&gt;
=== Leading Edge Games ===&lt;br /&gt;
LEG&#039;s Phoenix Command is one of the most complex role-playing systems ever devised, to the point of unplayability - with mechanics such as varying times to aim based off square root of a firearm barrel length.&lt;br /&gt;
After the financial failure of LEG its founder/author, Barry Nakazono, went back to designing rockets for the aerospace industry. (reference: [http://forum.rpg.net/archive/index.php/t-137298.html] ). LEG also produced &amp;quot;Sword&#039;s Path Glory&amp;quot; a generic add-on for D&amp;amp;D and clones thereof, a book comprising largely of mathematically modelled hit location charts which would determine a flesh depth penetration from impact and cross-reference with armour value to determine exact organs injured and hits scored.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Wraeththu&#039;&#039; (2005) ===&lt;br /&gt;
&lt;br /&gt;
At the top of the “bizarre setting” list is this game, based on a series of novels by Storm Constantine.  The Wraeththu are hermaphrodite bishonen ubermenschen who are apparently slowly taking over the Earth—and, along the way, converting the occasional human into one of them by transfusing blood into them.  Oh yeah, there are only male Wraeththu—and their genitalia look like flowers or anemones. (Hence the name I&#039;m trying to popularize for it, MHLD, for Mr. Happy Looks Different.)&lt;br /&gt;
&lt;br /&gt;
The apparently decorative flower on the cover of the core rulebook is, well, not. A flower, that is. The embellishment makes &#039;&#039;Wraeththu: From Enchantment to Fulfilment&#039;&#039; perhaps the only RPG with a penis prominently displayed on the front cover.&lt;br /&gt;
&lt;br /&gt;
Though the setting is what most people remember about Wraeththu, it is quite closely modelled on the series of novels that it is based on. It is more the system that is at fault here than the campaign world, which is precisely what it set out to be - a fanguide to a set of obscure pseudo-homoerotic fantasies written by Storm Constantine. The novels have their own cult following. The rules on the other hand include such wonderful faux pas as chainmail armour that provides complete protection from flamethrower damage, collision rules that would result in instant death from kicking a stationary car, falling rules that would have the average human killed every time he tripped, magic rules that were blatantly stolen from the original Mage RPG by White Wolf, and a general system so entirely unsuited to its subject matter that it&#039;s somewhat akin to grafting D&amp;amp;D&#039;s mechanics onto an episode of Love Story.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=244590 &amp;quot;This is the Wraeththu review you&#039;ve been waiting for...&amp;quot;] thread on RPGnet. Review by Darren MacLennan.&lt;br /&gt;
* Jeff Rients review, announced in [http://forum.rpg.net/showthread.php?t=206244 this thread] on RPGnet. More positive than McLennan&#039;s.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;Zarrakan&#039;&#039; (1997?) ===  &lt;br /&gt;
&lt;br /&gt;
The author of &#039;&#039;Zarrakan: Where the Adventure Never Ends&#039;&#039; started his posting career on RPGnet in January 2008, resurrecting a five-year old thread entitled &amp;quot;Zarrakan - Is This For Real?&amp;quot; by making a personal attack against the critic. After several more critical posts, and several personal attacks in reply the author gloated that the thread was generating additional hits on his website, and was promptly banned.&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?t=31715 &amp;quot;Zarrakan - Is This For Real?&amp;quot;] thread on RPGnet. The 2003 thread was resurrected by the author in 2008, and later locked.&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=95919</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=95919"/>
		<updated>2008-11-28T15:23:21Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Seattle_Gamers_Assemble!&amp;diff=63615</id>
		<title>Seattle Gamers Assemble!</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Seattle_Gamers_Assemble!&amp;diff=63615"/>
		<updated>2007-10-10T22:12:11Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Resources]]&lt;br /&gt;
[[Category:Community Building]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:SGA logo.gif|left|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Seattle Gamers Assemble! (SGA) is a loose community of role-players centered around Seattle, Washington.  The club started aggregating in the late 1990s, and eventually solidified in 2000 when its [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/ mailing list] was transferred to Yahoo! Groups.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
We&#039;re lucky here in Seattle to have a thriving gaming community.  It&#039;s not actually that large in absolute terms; other metropolitan areas have comparable number of gamers.  But we have a few factors helping; some of them are outside our direct control (we can&#039;t make game publishers settle in one city rather than another), some  we can only nudge (we can&#039;t force gaming store owners to be helpful but we can make it worth their while).  But there &#039;&#039;are&#039;&#039; things we have some control over: organizing and cross-linking the gaming community.  &lt;br /&gt;
&lt;br /&gt;
We like to think we&#039;re a factor in the healthy state of gaming in Seattle.  We put together this wiki section to serve as an archive of our activities and to share what we&#039;ve learned with the larger gaming community.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=SGA Activities=&lt;br /&gt;
* SGA holds weekly meetings where members take turns running one-off or short-run games in indie, oldie, or oddball systems.  The &#039;&#039;&#039;[[SGA Gaming Night Archive]]&#039;&#039;&#039; gives an overview of the games we&#039;ve played.&lt;br /&gt;
* We also hold a &#039;&#039;&#039;monthly luncheon&#039;&#039;&#039;, held on the second Saturday of every month, and have occasional get-togethers.&lt;br /&gt;
* One of our recent successes was the &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ Emerald City Gamefest]&#039;&#039;&#039;.&lt;br /&gt;
* Other weekly games are sometimes run on Tuesdays on the East Side, and on Saturdays in the North End.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=How-To: Lessons Learned=&lt;br /&gt;
&lt;br /&gt;
After several years of operations, we thought it might be nice to share what we&#039;ve learned about setting up a gaming community and running games.  &lt;br /&gt;
&lt;br /&gt;
* [[Forming a Gaming Community]]&lt;br /&gt;
* [[Weekly Short-Shots]]&lt;br /&gt;
* [[How To Make Paper Figures]]&lt;br /&gt;
* [[Online and Software Tools]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=How_To_Make_Paper_Figures&amp;diff=58910</id>
		<title>How To Make Paper Figures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=How_To_Make_Paper_Figures&amp;diff=58910"/>
		<updated>2007-08-22T19:03:59Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Anemone&amp;#039;s Advice */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Resources]]&lt;br /&gt;
[[Category:Props]]&lt;br /&gt;
&lt;br /&gt;
[[Image:SGA logo.gif|right|Seattle Gamers Assemble!]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[[Seattle Gamers Assemble!]] (SGA) is a loose community of role-players centered around Seattle, Washington.  After several years of operations, we thought it might be nice to share a few tricks.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Zo Zayings=&lt;br /&gt;
[[Image:cardboardmini.jpg|thumb|Example of Johnzo&#039;s paper figures in action]]&lt;br /&gt;
;[[User:Johnzo|Johnzo]] says:&lt;br /&gt;
&lt;br /&gt;
You can also get premade paper figures from [http://www.rpgnow.com/ RPGNow] and other places.  Some premade figures are rendered by computer with a lot of dark detail; these don&#039;t work so well for me.  ([http://www.rpgnow.com/product_info.php?products_id=7774&amp;amp; Here is an example of this.])&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t want to spend on predrawn figures, or RPGNow doesn&#039;t have&lt;br /&gt;
what you need, it&#039;s pretty simple to make your own.  All you need is a color printer, cardstock, glue, stick-tack, and spare change.&lt;br /&gt;
&lt;br /&gt;
* Oh, and also, some figure images.  Since I can&#039;t draw worth a damn, I get mine online.  Most of my figures come from [http://www.gwindel.eu/index.html Patrick Cruciau].  Patrick offers nifty figure images for free.  He is one of the righteous people.  If Patrick doesn&#039;t have what I need, I go to [http://www.clipart.com/en/ clipart.com].  [http://images.google.com/imghp?hl=en&amp;amp;tab=wi Google images] can also be useful here, but clipart is a better bet.  Cartoony line-drawn images are the best kind of image for this, as intricate detail tends to vanish on a 1&amp;quot; (25 mm) figure.  &lt;br /&gt;
&lt;br /&gt;
* If the illos are side-views ([http://www.clipart.com/en/close-up?o=3968952 example]) then you&#039;re all set.  If they&#039;re front-views ([http://www.clipart.com/en/close-up?o=3973443 example]) and figure facing matters to you, you&#039;ll need to create a back view of each image.  I do this in a paint program by just flood-filling the entire image in black to make a silhouette of it and then flipping the image vertically.  This is what the Disposable Heroes line does, and it works well.&lt;br /&gt;
&lt;br /&gt;
* Use a word processor to create a two-row table with borders on.  Scale your images to the right size (Savage is 1&amp;quot; = 6&#039;, or about 25mm = 2m, so I usually make figures under an inch in height.)  Put your images in the top table row.  Underneath each image, put the corresponding back view of the image.  For a side-view figure, this will just be a vertical flip of the image.  For a front-view, it&#039;ll be the back view of the image that you made in the previous step.&lt;br /&gt;
&lt;br /&gt;
* Print this page on cardstock.  Fold along the line between the two rows and glue, then cut the figures apart.&lt;br /&gt;
&lt;br /&gt;
* Trim the figures and get rid of big splatches of unprinted cardstock.  This is not necessary, of course, but I think it really improves the look of them.&lt;br /&gt;
&lt;br /&gt;
* (Optionally) laminate the figures.  You can self-serve laminate for free at Kinkos.  My laminated cardboard figs are far more durable than the plastic Mage Knight / D&amp;amp;D figs I use.&lt;br /&gt;
&lt;br /&gt;
* Use pennies and stick-tack for basing.  Or you could buy dedicated basing material, but I&#039;ve never seen the need for that.&lt;br /&gt;
&lt;br /&gt;
=Kedamono&#039;s Korner=&lt;br /&gt;
; [[User:Kedamono|Kedamono]] also suggests:&lt;br /&gt;
* One method is to use fonts: [http://greywolf.critter.net/fonts.htm Greywolf&#039;s character fonts] and [http://www222.pair.com/sjohn/sparks.htm Sparks Fonts]. The best font size is 42 points for these fonts, that creates a character that is about the right height. Use Notepad or TextEdit to create the characters, as you&#039;ll get a better meeting of the font glyph tops and bottoms.&lt;br /&gt;
;&lt;br /&gt;
&lt;br /&gt;
* There are other online sources for free paper minis: [http://www.aginsinn.com/PaperMinis.html HeroQuest paper minis], [http://www.fecundity.com/pmagnus/vector/heroes.html Vector Heros], [http://www.imagineimage.org/papergeneral.htm The Paper General] (needs signup to see final sheets), and [http://www.blackwyrm.com/extras.htm Blackwyrm&#039;s Cutout Heroes].&lt;br /&gt;
&lt;br /&gt;
* And a great page that describes how to create your own paper miniatures: [http://home.earthlink.net/~wagc/design.htm Paper Miniature and Figure Designing]&lt;br /&gt;
&lt;br /&gt;
=Seaman&#039;s Suggestions=&lt;br /&gt;
;Charles Seaman adds:&lt;br /&gt;
&lt;br /&gt;
* To make quick images, I&#039;ve used [http://www.heromachine.com/ HeroMachine] (version 1.1 is free) with good results&lt;br /&gt;
* I typically print the stand-ups on glossy photo paper.&lt;br /&gt;
* On the backside, rather than just black-fill, I have experimented with charcoal rub effects and found the result to be more pleasing.  This is simply a preference of course.&lt;br /&gt;
* When I print nameless combat thugs, I have done different things:&lt;br /&gt;
** Sometimes I print the picture on front and a number on the back (1,2,3, etc to identify each NPC)&lt;br /&gt;
** I&#039;ve also just put the number on both sides.  This is less dramatic, as there isn&#039;t a picture, but it is easier for players to verbally and visually identify the NPCs&lt;br /&gt;
** I&#039;ve also put the image at 50% transparency, with the number over it.  On the back I make the shadow 50% transparent, with a number also. &lt;br /&gt;
* I have various lengths of 1&amp;quot; diameter clear plastic tubing.  By standing the tubing on its end under the stand-ups, I can put things literally in the air.&lt;br /&gt;
&lt;br /&gt;
=Anemone&#039;s Advice=&lt;br /&gt;
; [[User:Mechante Anemone|Mechante Anemone]] says:&lt;br /&gt;
&lt;br /&gt;
* [http://www.arion-games.com/bb/viewforum.php?f=1 Arion Games] makes paper miniatures that are sold on RPG Now, Your Games Now, e23, and Fantasy Downloads.&lt;br /&gt;
* A useful way to move formatted documents to a different printer (e.g., to go print at a copy center) without headaches is to save it as a PDF file.  You can find several freeware or shareware utilities that act as PDF printer drivers; I have had good success with [http://www.pdf995.com/ PDF995]. &lt;br /&gt;
* Freeware and shareware for picture editing: &lt;br /&gt;
**[http://gimp.org/ GIMP, the GNU Image Manipulation Program] &amp;amp;mdash; Open source, free, available for Mac, PC, Linux, etc.  Allows quite a bit of editing and drawing; &#039;&#039;&#039;highly recommended&#039;&#039;&#039;.&lt;br /&gt;
**[http://perso.wanadoo.fr/pierre.g/index.html XnView] &amp;amp;mdash; Excellent for image viewing and editing, and format conversion.&lt;br /&gt;
**[http://www.fookes.com/ezthumbs/?Easy%20Thumbnails=2800 EasyThumbnails] from Fookes Shareware (just like it says, great to create thumbnails in batches.)&lt;br /&gt;
**[http://www.photofiltre.com/ PhotoFiltre] &amp;amp;mdash; Mostly useful for photos, allows retouching and post-production filters.&lt;br /&gt;
* Not freeware or shareware, but darn affordable:&lt;br /&gt;
** [http://www.corel.com/servlet/Satellite?c=Product_C1&amp;amp;cid=1155872554948&amp;amp;lc=en&amp;amp;pagename=CorelCom%2FLayout PaintShop Pro] from JASC Software/Corel (watch for the periodic [http://www.amazon.com/s/ref=nb_ss_gw/104-1695822-4038330?url=search-alias%3Dsoftware&amp;amp;field-keywords=paintshop+pro&amp;amp;Go.x=13&amp;amp;Go.y=11&amp;amp;Go=Go Amazon.com mail-in rebates])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
Return to [[Seattle Gamers Assemble!]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58829</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58829"/>
		<updated>2007-08-21T16:52:00Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl: Inaugural Celebrity Pro-Am Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
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; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl: Inaugural Celebrity Pro-Am Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 3:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Bikers, brawlers, criminal scum - the Vader Nine gang is all of these things and more.  They are tough, determined, and vicious.  But this is X-Crawl, not a pub fight.  Whether the Vader Nines can propel Tony Yang to victory in the Celebrity Pro-Am Crawl remains to be seen.  Reporting from Hobart, Tasmania, this is Randal Walkin, Empire-1 Sports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Thank you Randal.  With the Inaugural Celebrity Pro-Am Crawl just over a month away, the question on everyone&#039;s mind - where IS Brad Epstein?  The Hollywood heartthrob went into seclusion some weeks ago, just after the announcement that he would captain one of the three teams for the celebrity charity event.  Speculation among industry insiders is running wild, but Empire-1 has yet to unravel the mystery of his whereabouts.  A close friend of Epstein, who spoke under conditions of anonymity, has stated that Epstein&#039;s plan for the Crawl is &amp;quot;big&amp;quot; and that it will &amp;quot;rock the X-Crawl house.&amp;quot;  Fans, both of X-Crawl and of the star himself, can only wait impatiently for news of his return to the limelight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Next up - Empire-1 takes you on a rare visit to the underground kingdom of Zurah&#039;a&#039;zurah for a big game hunt like nothing you have seen before.    Stalking the elusive Umber Hulk - right after these messages.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 4:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, and long life to the Emperor Ronald I!  This is Empire-1 Sports with this breaking announcement.  The Jose Villalobos Foundation has announced the identity of the Dungeon Jockey for the Inaugural Celebrity Pro-Am Crawl!  It is none other than starlette Carley Danger!  Danger, who is best known for her role in the critically acclaimed &amp;quot;The Romance of Plato&amp;quot;, also starred in &amp;quot;The Blue Scorpion&amp;quot; with Crawl team captain Bradley Epstein.  The two shared a tempestuous romance during and following the film, followed by a spectacular public break-up the following year.  Since then their relationship can best be described as &amp;quot;cool&amp;quot;, though both have stated publicly that they bear no ill will towards the other.  How this will affect Epstein&#039;s chances for victory are unknown.  Epstein, still in seclusion, could not be reached for comment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;This has been an Empire-1 Sports network special report!  We now return you to &amp;quot;Sports around the Empire&amp;quot; already in progress!&amp;quot;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Allie  (Alicante) &amp;quot;Bantam&amp;quot; Goodwine, Halfling paladin (Sophie)&lt;br /&gt;
: Tycho, Gnome barbarian (Peter)&lt;br /&gt;
: Frederico &amp;quot;The Saxinator&amp;quot; Rodriquez, Half-elf bard (John R.)&lt;br /&gt;
: Grunt, Half-orc sorcerer (Cain)&lt;br /&gt;
: Ephraim &amp;quot;Shibboleth&amp;quot; Gilead, Human mage (Mark)&lt;br /&gt;
: Sherry &amp;quot;Stalker&amp;quot; Goodwine, Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: The &#039;&#039;Savage Worlds&#039;&#039; rules are modified to reflect some of the special rules from &#039;&#039;Xcrawl&#039;&#039; including awarding bennies as Team Mojo; grandstanding; mugging; Fame; and others (see house rules handout in the Yahoo group Files folder.)&lt;br /&gt;
; Recaps&lt;br /&gt;
: CUE:  opening bars of &amp;quot;It All Comes Down to the Money&amp;quot; (Terminator X)&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised!  Welcome back to Empire-1 Sports Network&#039;s live coverage of the Inaugural Celebrity Pro-Am Crawl here is foggy San Francisco!  Our first team, Bradley&#039;s Bruisers, is now taking a brief break following their spectacular victory over a group of hobgoblins!  John?&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Yes they are Bill, and what a battle it was, with Ephraim &amp;quot;Shibboleth&amp;quot; Gilead coming to the fore with a spectacular fire blast that literally wilted the hobgoblins where they stood.  It was a beautiful piece of teamwork by Bradley&#039;s Bruisers that averted a near disastrous encounter following a surprising error by Frederico &amp;quot;The Saxonator&amp;quot; Rodriguez.  Let&#039;s watch the instant replay.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;OK, here we see the group making its way down the corridor, pausing just short of the intersection.  Now from our perspective we can see the eight burly hobgoblins waiting down the hall for the Bruisers to come around the corner.  But The Saxonator takes a mirror from Brad Epstein, and uses it to peer around the corner.  He sees the hobgoblins, but they clearly do not see him.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Things are going pretty well for the Bruisers at this point but here comes the error - Rodriguez is trying to explain to Shibboleth what he saw, but can&#039;t seem to get the wizard to understand.  In frustration he raises his voice and...  right there!  The goblins take notice and ready their bows.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Not the sort of mistake you would expect from the son of Unlimited Class professional X-Crawlers!  And potentially a deadly one, with the team now forced to deal with the hobgoblins on their terms...  or are they?&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Now the team confers - obviously nobody relishes the idea of stepping into the line of fire of all those bows.  But &amp;quot;Bantam&amp;quot; Goodwine and Tycho the Barbarian step to the fore!  They roll into the corridor...  here come the arrows!  Tycho is hit!  But before the hobbs can reload, out steps Gilead!  He conjures an arcane blast, lets fly, and WOW!  The hobbs go up like matchsticks!  A quick and definitive end to what could have been a dangerous encounter for the Bruisers!&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;It has certainly been a day of surprises here, between Gilead&#039;s impressive spellcasting, and little &amp;quot;Stalker&amp;quot; Goodwine dropping several opponents who were troubling her larger and stronger teammates - including not one but two ogres - this has already been a first level to remember, and a good start to the Pro-Am Celebrity Crawl.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Indeed it has!  But those who watched the pre-game show know that there is a lot more in store for the Bruisers before they can finish off level 1!  Though their combat performance has been good they have yet to rescue even one of the &#039;Maidens Fair&#039; to complete this level, and DJ Carley Danger has a lot more in store for them before their quest is completed.  One could almost say that their opposition to this point has just been the warm up.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Wait a minute!  It looks like the Brawlers are preparing to move on.  Yes!  Yes they are shouldering their gear - &amp;quot;Bantom&amp;quot; Goodwine is uttering a prayer to Fortuna Victrix, and the Brawlers are on the move!  Lets go back to the dungeon where the action is heating up!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58826</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58826"/>
		<updated>2007-08-21T13:17:51Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 3:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Bikers, brawlers, criminal scum - the Vader Nine gang is all of these things and more.  They are tough, determined, and vicious.  But this is X-Crawl, not a pub fight.  Whether the Vader Nines can propel Tony Yang to victory in the Celebrity Pro-Am Crawl remains to be seen.  Reporting from Hobart, Tasmania, this is Randal Walkin, Empire-1 Sports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Thank you Randal.  With the Inaugural Celebrity Pro-Am Crawl just over a month away, the question on everyone&#039;s mind - where IS Brad Epstein?  The Hollywood heartthrob went into seclusion some weeks ago, just after the announcement that he would captain one of the three teams for the celebrity charity event.  Speculation among industry insiders is running wild, but Empire-1 has yet to unravel the mystery of his whereabouts.  A close friend of Epstein, who spoke under conditions of anonymity, has stated that Epstein&#039;s plan for the Crawl is &amp;quot;big&amp;quot; and that it will &amp;quot;rock the X-Crawl house.&amp;quot;  Fans, both of X-Crawl and of the star himself, can only wait impatiently for news of his return to the limelight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Next up - Empire-1 takes you on a rare visit to the underground kingdom of Zurah&#039;a&#039;zurah for a big game hunt like nothing you have seen before.    Stalking the elusive Umber Hulk - right after these messages.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 4:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, and long life to the Emperor Ronald I!  This is Empire-1 Sports with this breaking announcement.  The Jose Villalobos Foundation has announced the identity of the Dungeon Jockey for the Inaugural Celebrity Pro-Am Crawl!  It is none other than starlette Carley Danger!  Danger, who is best known for her role in the critically acclaimed &amp;quot;The Romance of Plato&amp;quot;, also starred in &amp;quot;The Blue Scorpion&amp;quot; with Crawl team captain Bradley Epstein.  The two shared a tempestuous romance during and following the film, followed by a spectacular public break-up the following year.  Since then their relationship can best be described as &amp;quot;cool&amp;quot;, though both have stated publicly that they bear no ill will towards the other.  How this will affect Epstein&#039;s chances for victory are unknown.  Epstein, still in seclusion, could not be reached for comment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;This has been an Empire-1 Sports network special report!  We now return you to &amp;quot;Sports around the Empire&amp;quot; already in progress!&amp;quot;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Allie  (Alicante) &amp;quot;Bantam&amp;quot; Goodwine, Halfling paladin (Sophie)&lt;br /&gt;
: Tycho, Gnome barbarian (Peter)&lt;br /&gt;
: Frederico &amp;quot;The Saxinator&amp;quot; Rodriquez, Half-elf bard (John R.)&lt;br /&gt;
: Grunt, Half-orc sorcerer (Cain)&lt;br /&gt;
: Ephraim &amp;quot;Bud&amp;quot; Gilead, Human mage (Mark)&lt;br /&gt;
: Sherry &amp;quot;Stalker&amp;quot; Goodwine, Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: The &#039;&#039;Savage Worlds&#039;&#039; rules are modified to reflect some of the special rules from &#039;&#039;Xcrawl&#039;&#039; including awarding bennies as Team Mojo; grandstanding; mugging; Fame; and others (see house rules handout in the Yahoo group Files folder.)&lt;br /&gt;
; Recaps&lt;br /&gt;
: CUE:  opening bars of &amp;quot;It All Comes Down to the Money&amp;quot; (Terminator X)&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised!  Welcome back to Empire-1 Sports Network&#039;s live coverage of the Inaugural Celebrity Pro-Am Crawl here is foggy San Francisco!  Our first team, Bradley&#039;s Bruisers, is now taking a brief break following their spectacular victory over a group of hobgoblins!  John?&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Yes they are Bill, and what a battle it was, with Ephraim &amp;quot;Shibboleth&amp;quot; Gilead coming to the fore with a spectacular fire blast that literally wilted the hobgoblins where they stood.  It was a beautiful piece of teamwork by Bradley&#039;s Bruisers that averted a near disastrous encounter following a surprising error by Frederico &amp;quot;The Saxonator&amp;quot; Rodriguez.  Lets watch the instant replay.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;OK, here we see the group making its way down the corridor, pausing just short of the intersection.  Now from our perspective we can see the eight burly hobgoblins waiting down the hall for the Bruisers to come around the corner.  But The Saxonator takes a mirror from Brad Epstein, and uses it to peer around the corner.  He sees the hobgoblins, but they clearly do not see him.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Things are going pretty well for the Bruisers at this point but here comes the error - Rodriguez is trying to explain to Shibboleth what he saw, but can&#039;t seem to get the wizard to understand.  In frustration he raises his voice and...  right there!  The goblins take notice and ready their bows.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Not the sort of mistake you would expect from the son of Unlimited Class professional X-Crawlers!  And potentially a deadly one, with the team now forced to deal with the hobgoblins on their terms...  or are they?&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Now the team confers - obviously nobody relishes the idea of stepping into the line of fire of all those bows.  But &amp;quot;Bantam&amp;quot; Goodwine and Tycho the Barbarian step to the fore!  They roll into the corridor...  here come the arrows!  Tycho is hit!  But before the hobbs can reload, out steps Gilead!  He conjures an arcane blast, lets fly, and WOW!  The hobbs go up like matchsticks!  A quick and definitive end to what could have been a dangerous encounter for the Bruisers!&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;It has certainly been a day of surprises here, between Gilead&#039;s impressive spellcasting, and little &amp;quot;Stalker&amp;quot; Goodwine dropping several opponents who were troubling her larger and stronger teammates - including not one but two ogres - this has already been a first level to remember, and a good start to the Pro-Am Celebrity Crawl.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Indeed it has!  But those who watched the pre-game show know that there is a lot more in store for the Bruisers before they can finish off level 1!  Though their combat performance has been good they have yet to rescue even one of the &#039;Maidens Fair&#039; to complete this level, and DJ Carley Danger has a lot more in store for them before their quest is completed.  One could almost say that their opposition to this point has just been the warm up.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &amp;quot;Wait a minute!  It looks like the Brawlers are preparing to move on.  Yes!  Yes they are shouldering their gear - &amp;quot;Bantom&amp;quot; Goodwine is uttering a prayer to Fortuna Victrix, and the Brawlers are on the move!  Lets go back to the dungeon where the action is heating up!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58767</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58767"/>
		<updated>2007-08-20T13:36:20Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Sponsors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], takes place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held 0n November 17, 2007 at Third Place Commons in Lake Forest Park, Washington.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
* [http://thirdplacecommons.org/ Third Place Commons], where the event will be held&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Image:ECG Color11x17 poster 2 5.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saturday November 17th, 2007 (Saturday before Thanksgiving).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition was held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58766</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58766"/>
		<updated>2007-08-20T13:35:34Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], takes place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held 0n November 17, 2007 at Third Place Commons in Lake Forest Park, Washington.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Image:ECG Color11x17 poster 2 5.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saturday November 17th, 2007 (Saturday before Thanksgiving).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition was held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58765</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58765"/>
		<updated>2007-08-20T13:34:57Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held 0n November 17, 2007 at Third Place Commons in Lake Forest Park, Washington.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Image:ECG Color11x17 poster 2 5.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saturday November 17th, 2007 (Saturday before Thanksgiving).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition was held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58764</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58764"/>
		<updated>2007-08-20T13:26:30Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held in November 2007.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- [[Image:ECG Color11x17 poster 2 5.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Saturday November 17th, 2007 (Saturday before Thanksgiving).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition was held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58763</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=58763"/>
		<updated>2007-08-20T13:24:02Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* &amp;#039;&amp;#039;&amp;#039;WHEN&amp;#039;&amp;#039;&amp;#039; */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held in November 2007.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
[[Image:ECG Color11x17 poster 2 5.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Saturday November 17th, 2007 (Saturday before Thanksgiving).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition will be held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58211</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58211"/>
		<updated>2007-08-17T02:29:23Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 3:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Bikers, brawlers, criminal scum - the Vader Nine gang is all of these things and more.  They are tough, determined, and vicious.  But this is X-Crawl, not a pub fight.  Whether the Vader Nines can propel Tony Yang to victory in the Celebrity Pro-Am Crawl remains to be seen.  Reporting from Hobart, Tasmania, this is Randal Walkin, Empire-1 Sports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Thank you Randal.  With the Inaugural Celebrity Pro-Am Crawl just over a month away, the question on everyone&#039;s mind - where IS Brad Epstein?  The Hollywood heartthrob went into seclusion some weeks ago, just after the announcement that he would captain one of the three teams for the celebrity charity event.  Speculation among industry insiders is running wild, but Empire-1 has yet to unravel the mystery of his whereabouts.  A close friend of Epstein, who spoke under conditions of anonymity, has stated that Epstein&#039;s plan for the Crawl is &amp;quot;big&amp;quot; and that it will &amp;quot;rock the X-Crawl house.&amp;quot;  Fans, both of X-Crawl and of the star himself, can only wait impatiently for news of his return to the limelight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Next up - Empire-1 takes you on a rare visit to the underground kingdom of Zurah&#039;a&#039;zurah for a big game hunt like nothing you have seen before.    Stalking the elusive Umber Hulk - right after these messages.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 4:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, and long life to the Emperor Ronald I!  This is Empire-1 Sports with this breaking announcement.  The Jose Villalobos Foundation has announced the identity of the Dungeon Jockey for the Inaugural Celebrity Pro-Am Crawl!  It is none other than starlette Carley Danger!  Danger, who is best known for her role in the critically acclaimed &amp;quot;The Romance of Plato&amp;quot;, also starred in &amp;quot;The Blue Scorpion&amp;quot; with Crawl team captain Bradley Epstein.  The two shared a tempestuous romance during and following the film, followed by a spectacular public break-up the following year.  Since then their relationship can best be described as &amp;quot;cool&amp;quot;, though both have stated publicly that they bear no ill will towards the other.  How this will affect Epstein&#039;s chances for victory are unknown.  Epstein, still in seclusion, could not be reached for comment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;This has been an Empire-1 Sports network special report!  We now return you to &amp;quot;Sports around the Empire&amp;quot; already in progress!&amp;quot;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Allie  (Alicante) &amp;quot;Bantam&amp;quot; Goodwine, Halfling paladin (Sophie)&lt;br /&gt;
: Tycho, Gnome barbarian (Peter)&lt;br /&gt;
: Frederico &amp;quot;The Saxinator&amp;quot; Rodriquez, Half-elf bard (John R.)&lt;br /&gt;
: Grunt, Half-orc sorcerer (Cain)&lt;br /&gt;
: Ephraim &amp;quot;Bud&amp;quot; Gilead, Human mage (Mark)&lt;br /&gt;
: Sherry &amp;quot;Stalker&amp;quot; Goodwine, Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58208</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58208"/>
		<updated>2007-08-17T02:02:54Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
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; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 3:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Bikers, brawlers, criminal scum - the Vader Nine gang is all of these things and more.  They are tough, determined, and vicious.  But this is X-Crawl, not a pub fight.  Whether the Vader Nines can propel Tony Yang to victory in the Celebrity Pro-Am Crawl remains to be seen.  Reporting from Hobart, Tasmania, this is Randal Walkin, Empire-1 Sports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Thank you Randal.  With the Inaugural Celebrity Pro-Am Crawl just over a month away, the question on everyone&#039;s mind - where IS Brad Epstein?  The Hollywood heartthrob went into seclusion some weeks ago, just after the announcement that he would captain one of the three teams for the celebrity charity event.  Speculation among industry insiders is running wild, but Empire-1 has yet to unravel the mystery of his whereabouts.  A close friend of Epstein, who spoke under conditions of anonymity, has stated that Epstein&#039;s plan for the Crawl is &amp;quot;big&amp;quot; and that it will &amp;quot;rock the X-Crawl house.&amp;quot;  Fans, both of X-Crawl and of the star himself, can only wait impatiently for news of his return to the limelight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Next up - Empire-1 takes you on a rare visit to the underground kingdom of Zurah&#039;a&#039;zurah for a big game hunt like nothing you have seen before.    Stalking the elusive Umber Hulk - right after these messages.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 4:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, and long life to the Emperor Ronald I!  This is Empire-1 Sports with this breaking announcement.  The Jose Villalobos Foundation has announced the identity of the Dungeon Jockey for the Inaugural Celebrity Pro-Am Crawl!  It is none other than starlette Carley Danger!  Danger, who is best known for her role in the critically acclaimed &amp;quot;The Romance of Plato&amp;quot;, also starred in &amp;quot;The Blue Scorpion&amp;quot; with Crawl team captain Bradley Epstein.  The two shared a tempestuous romance during and following the film, followed by a spectacular public break-up the following year.  Since then their relationship can best be described as &amp;quot;cool&amp;quot;, though both have stated publicly that they bear no ill will towards the other.  How this will affect Epstein&#039;s chances for victory are unknown.  Epstein, still in seclusion, could not be reached for comment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;This has been an Empire-1 Sports network special report!  We now return you to &amp;quot;Sports around the Empire&amp;quot; already in progress!&amp;quot;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Allie  (Alicante) &amp;quot;Bantam&amp;quot; Goodwine, Halfling paladin (Sophie)&lt;br /&gt;
: Tycho, Gnome barbarian (Peter)&lt;br /&gt;
: Frederico &amp;quot;The Saxinator&amp;quot; Rodriquez, Half-elf bard (John R.)&lt;br /&gt;
: Grunt, Half-orc sorcerer (Cain)&lt;br /&gt;
: Human mage (Mark)&lt;br /&gt;
: Sherry &amp;quot;Stalker&amp;quot; Goodwine, Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58067</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=58067"/>
		<updated>2007-08-15T20:26:56Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: &amp;quot;Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&amp;quot;&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teser No. 3:&#039;&#039;&#039;&lt;br /&gt;
: &amp;quot;Bikers, brawlers, criminal scum - the Vader Nine gang is all of these things and more.  They are tough, determined, and vicious.  But this is X-Crawl, not a pub fight.  Whether the Vader Nines can propel Tony Yang to victory in the Celebrity Pro-Am Crawl remains to be seen.  Reporting from Hobart, Tasmania, this is Randal Walkin, Empire-1 Sports.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Thank you Randal.  With the Inaugural Celebrity Pro-Am Crawl just over a month away, the question on everyone&#039;s mind - where IS Brad Epstein?  The Hollywood heartthrob went into seclusion some weeks ago, just after the announcement that he would captain one of the three teams for the celebrity charity event.  Speculation among industry insiders is running wild, but Empire-1 has yet to unravel the mystery of his whereabouts.  A close friend of Epstein, who spoke under conditions of anonymity, has stated that Epstein&#039;s plan for the Crawl is &amp;quot;big&amp;quot; and that it will &amp;quot;rock the X-Crawl house.&amp;quot;  Fans, both of X-Crawl and of the star himself, can only wait impatiently for news of his return to the limelight.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Next up - Empire-1 takes you on a rare visit to the underground kingdom of Zurah&#039;a&#039;zurah for a big game hunt like nothing you have seen before.    Stalking the elusive Umber Hulk - right after these messages.&amp;quot;&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Human mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57969</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57969"/>
		<updated>2007-08-14T20:59:33Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Channel Tunnel Hurrah! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&lt;br /&gt;
&lt;br /&gt;
: No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&lt;br /&gt;
&lt;br /&gt;
: Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: ... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&lt;br /&gt;
&lt;br /&gt;
: In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&lt;br /&gt;
&lt;br /&gt;
: Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&lt;br /&gt;
&lt;br /&gt;
: Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Half-elf mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, Abomination hunter (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57968</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57968"/>
		<updated>2007-08-14T20:58:49Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Channel Tunnel Hurrah! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&lt;br /&gt;
&lt;br /&gt;
: No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&lt;br /&gt;
&lt;br /&gt;
: Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: ... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&lt;br /&gt;
&lt;br /&gt;
: In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&lt;br /&gt;
&lt;br /&gt;
: Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&lt;br /&gt;
&lt;br /&gt;
: Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Half-elf mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Inventor and race driver (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, the Sultan&#039;s secretary and assassin (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57967</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57967"/>
		<updated>2007-08-14T20:58:03Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Channel Tunnel Hurrah! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
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; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
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; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
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; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
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; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&lt;br /&gt;
&lt;br /&gt;
: No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&lt;br /&gt;
&lt;br /&gt;
: Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: ... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&lt;br /&gt;
&lt;br /&gt;
: In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&lt;br /&gt;
&lt;br /&gt;
: Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&lt;br /&gt;
&lt;br /&gt;
: Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Half-elf mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Clarissa Zinicola, Opera singer (Laura)&lt;br /&gt;
: Chloe de Tournay, Mechanical genius and speed freak (Sophie)&lt;br /&gt;
: Sultan Ikram Imad Zulfiqar, Ex-sultan of Persia (Bryan J.)&lt;br /&gt;
: Les leMonde, the Sultan&#039;s secretary and assassin (Aaron)&lt;br /&gt;
: Konrad Fahrenspiel, Swiss, semi-famous explorer , adventurer, glory-seeker (Mark)&lt;br /&gt;
: The Magnificent Mechanical Man (Peter)&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57966</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57966"/>
		<updated>2007-08-14T20:41:13Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Mystery Men */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
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&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&lt;br /&gt;
&lt;br /&gt;
: No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&lt;br /&gt;
&lt;br /&gt;
: Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: ... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&lt;br /&gt;
&lt;br /&gt;
: In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&lt;br /&gt;
&lt;br /&gt;
: Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&lt;br /&gt;
&lt;br /&gt;
: Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Half-elf mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4 to 7&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Die Weltenschaung (John Reiher - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: The Doppelganger (Mark - May 7/Brian - Aug. 13)&lt;br /&gt;
: The Kestrel (Sophie - May 7 &amp;amp; Aug. 13)&lt;br /&gt;
: Terry Cotta the Golem (Jayson R. - Aug. 13)&lt;br /&gt;
: The Cowboy (Mark - Aug. 13)&lt;br /&gt;
: The Lemur (Peter - Aug. 13)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57964</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57964"/>
		<updated>2007-08-14T20:34:44Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Savage X-Crawl */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 1:&#039;&#039;&#039; &lt;br /&gt;
: Jupiter and Juno be praised, their glory sung from each and every mountain!  Good evening and welcome to Empire Sports-1.  In today&#039;s top story - the the X-Crawl event everyone has been waiting for is ON!  Adventurer&#039;s Guild Spokeswoman Dierdra Epstine today announced that the Guild has finalized negotiations for the Inaugural Celebrity Pro-Am Crawl, to be held this year in downtown San Francisco at the newly remodeled Kimball Civic Center!  The event will feature celebrity sponsored teams of up-and-coming Division IV players looking to make the jump to Division III, and there is already jockying among stars and starlettes for who will be captaining each of the three teams.&lt;br /&gt;
&lt;br /&gt;
: No word yet on who has been tapped as Dungeon Jockey for this event.  All proceeds will be donated to the Jose Villalobos Institute for the Widows and Children of Foreign Wars.&lt;br /&gt;
&lt;br /&gt;
: Coming up:  DJ Outrageous Fortune talks takes us behind the scenes of last year&#039;s Las Vegas Crawl and reveals some of the unique planning that left no less than 8 Division II adventurers dead or incapacitated, and gave the event the highest ratings of last year&#039;s league games.  That and the weather, right after a word from our sponsors!&lt;br /&gt;
:&lt;br /&gt;
&amp;lt;center&amp;gt;***&amp;lt;/center&amp;gt;&lt;br /&gt;
:&lt;br /&gt;
: X-CRAWL - fabulous prizes!  Wealth!  A year&#039;s supply of furniture wax!   All of these and much, much more can be yours - if you survive!  Of course, you&#039;re going to have to kill the monsters to get the treasure, and you aren&#039;t the crowd favorite today, and the cameras can be very unforgiving.  But in this game, there are no second takes, and if you die...  you die.&lt;br /&gt;
: &lt;br /&gt;
: &lt;br /&gt;
: &#039;&#039;&#039;Teaser No. 2:&#039;&#039;&#039;&lt;br /&gt;
: ... and as of this hour on the status of X-Crawl great Helen &amp;quot;Solar Angel&amp;quot; Tiberius following her petrification in last night&#039;s Brinston-Wheeling Crawl Classic.&lt;br /&gt;
&lt;br /&gt;
: In other X-Crawl news, team captains for the much anticipated Celebrity Pro-Am Crawl were announced by League officials this morning.  Team #1 will be led by celebrity druid Shelly McFurhman, author of &amp;quot;Where are the Trees&amp;quot; and &amp;quot;Global Impact&amp;quot;.  Team #2 will be led by Hollywood actor Bradly Epstein, star of box office hits &amp;quot;The Blue Scorpion&amp;quot;, &amp;quot;Tavern Times&amp;quot; and &amp;quot;Bullet Wounds&amp;quot; I-III.  And Team #3 will be led by rock star Tony Yang, late of the bands Mary in the Morning and Squeezer.  Quite a lineup for this very special event!&lt;br /&gt;
&lt;br /&gt;
: Rumors are flying in the world of Division IV X-Crawl, with hopeful players across the country waiting by their phones, hoping that the may be the lucky ones to receive a call.&lt;br /&gt;
&lt;br /&gt;
: Coming up on Empire-1 Sports:  this week the Judge&#039;s Guild will announce the year&#039;s changes to the scoring system.  Our X-Crawl insider Peter Perkins tells you what you can expect, and how it will affect your favorite game.  Jupiter and Juno willing, we&#039;ll be right back!&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Halfling paladin (Sophie)&lt;br /&gt;
: Gnome barbarian (Peter)&lt;br /&gt;
: Half-elf bard (John R.)&lt;br /&gt;
: Half-orc sorcerer (Cain)&lt;br /&gt;
: Half-elf mage (Mark)&lt;br /&gt;
: Halfling rogue (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57168</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57168"/>
		<updated>2007-08-08T21:28:52Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Spirit of the Century */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57167</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=57167"/>
		<updated>2007-08-08T21:27:53Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
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; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage X-Crawl=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.smithandrobards.com/index.php?cPath=2 Savage Worlds] / [http://www.goodman-games.com/preview-XC.php X-Crawl]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 20 and 27, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Spirit of the Century=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.evilhat.com/?spirit Spirit of the Century]&lt;br /&gt;
; Pitch&lt;br /&gt;
: You are part of the Century Club, a group that has members that were born January 1st of any century. The club is dedicated to making the world a better place.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Peter Darley&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Konrad Becker, all-American action tinkerer (Brian)&lt;br /&gt;
: The Incredible Indelible Professor Thaddeus Hendershot, genius scientist (Brian J.)&lt;br /&gt;
: Ngo Dinh Dien Jean Baptiste &amp;quot;The Crusader&amp;quot;, Man of Mystery (Edmund)&lt;br /&gt;
: Brother Birkshot Clemensun, Ordo Malleus secret agent kicking ass for the Lord (Aaron)&lt;br /&gt;
: Danny Dugan, ace pilot (John R.)&lt;br /&gt;
: Andromeda Brixton, woman of a thousand faces (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: August 6, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: We started &#039;&#039;in media res&#039;&#039; in pursuit of a thief who had stolen a precious object from the Century Club premises in Washington, D.C. Most of the group ran after the thief through the zoo (including the polar bears&#039; cage), but I opted to immobilize another suspicious character. After catching both men, we discovered that they were two different thieves trying to steal four (or five) rare jewels: the Eye of the Jaguar, a brooch or clasp stolen from the Century Club, which we recovered; the Fangs of the Jaguar, a pair of earrings stolen from a rich lady at a nearby party, which we returned, and the Heart of the Jaguar, location unknown.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56757</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56757"/>
		<updated>2007-08-01T04:29:09Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  See our &#039;&#039;&#039;[http://www.emeraldcitygamefest.org/ new official Website]&#039;&#039;&#039; for details!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held in November 2007.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
[[Image:ECG Color11x17 poster 2 5.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Saturday November 24th, 2007 (Thanksgiving Saturday).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition will be held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56558</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56558"/>
		<updated>2007-07-29T20:36:52Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  &amp;lt;!--To schedule a game, &#039;&#039;&#039;[http://www.tlucretius.net/ECG/ register online here]&#039;&#039;&#039;.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held in November 2007.  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
[[Image:ECG Color11x17 poster 2 5.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Saturday November 24th, 2007 (Thanksgiving Saturday).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition will be held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Weekly_Short-Shots&amp;diff=56306</id>
		<title>Weekly Short-Shots</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Weekly_Short-Shots&amp;diff=56306"/>
		<updated>2007-07-27T22:23:50Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* WHERE AND WHEN */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Resources]]&lt;br /&gt;
[[Category:Short Adventure]]&lt;br /&gt;
[[Category:Community Building]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:SGA logo.gif|right|Seattle Gamers Assemble!]]&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
[[Image:MondayNight logo.gif|right|]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here&#039;s a summary of lessons learned by members of [[Seattle Gamers Assemble!]] (SGA) after several years of running weekly game events.  You can see a partial overview of some of the games we&#039;ve played on the [[SGA Gaming Night Archive]].  This is directed at other groups who want to set up a similar weekly event where people get to play one-off or short series, trying different games every week.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In this section, we assume that you already have some sort of a community to start from: a local mailing list, a gaming circle, a game club, a Meetup group, etc.  If not, you may want to read [[Forming a Gaming Community]] first.&lt;br /&gt;
&lt;br /&gt;
=WHERE AND WHEN=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Some important considerations about the logistics of the games.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
First off, you should know that you have to make your weekly event a convenient no-brainer to find.  If people have to spend time figuring out:&lt;br /&gt;
&lt;br /&gt;
* the location and time,&lt;br /&gt;
* how to get there, &lt;br /&gt;
* what&#039;s the closest bus route, &lt;br /&gt;
* is there any food nearby,&lt;br /&gt;
* can you bring food and drinks inside,&lt;br /&gt;
* is there a cover charge, &lt;br /&gt;
* whether there is parking in the area,&lt;br /&gt;
&lt;br /&gt;
&amp;amp;mdash; etc., you will lose some of them &amp;amp;mdash; perhaps too many to keep your event alive.&lt;br /&gt;
&lt;br /&gt;
==Scheduling==&lt;br /&gt;
If you have a game at a &#039;&#039;&#039;set time on a set day&#039;&#039;&#039;, it&#039;s easier for people to remember and plan for it.  Ideally, a game every week really becomes part of everyone&#039;s mental landscape.  You may not be able to hold a game so often; if you have to plan a lower frequency (every other week, twice a month, monthly, quarterly, etc.), be ready for more coordination work, more reminders, and more promotion.  It&#039;s all trade-offs!&lt;br /&gt;
&lt;br /&gt;
We at SGA try to have a game every week; we&#039;ve found this to be most effective.  That means that some dedicated people are always ready with a back-up game if there is a cancellation ([[#A Game in your Back Pocke|more on this later]]).&lt;br /&gt;
&lt;br /&gt;
Even better, try to have games scheduled and announced &#039;&#039;&#039;at least a week in advance&#039;&#039;&#039;.  It&#039;s much easier to get people to attend your game if they have some time to think about it and plan around the game.  It&#039;s most difficult to get attendees when you&#039;re left asking at the last minute: &amp;quot;Does anyone have a game for tonight?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Location==&lt;br /&gt;
Again, consistence is preferable.  When we first started our Monday night short-shots, we used to meet at a local store; but after it closed we wandered between various gaming stores, wherever we could find free space.  One thought was that this would help various gaming stores by spreading the business.  Eventually, we came to the conclusion that there were more disadvantages than benefits:&lt;br /&gt;
&lt;br /&gt;
* We couldn&#039;t be sure to get space every week.&lt;br /&gt;
* We spent a lot of effort coordinating both with our members (&amp;quot;Where is the game this week?&amp;quot;) and with the store owners.&lt;br /&gt;
* If there were last minute changes, it made it hard to find people to warn them.&lt;br /&gt;
* The spaces available were not always optimal (too small, too hot, too cold, too noisy, competing with other groups for space, etc.)&lt;br /&gt;
* Bus routes were not always convenient.&lt;br /&gt;
&lt;br /&gt;
So we decided we needed to &#039;&#039;&#039;hold the game at the same location every time&#039;&#039;&#039;.  We considered the options available at the time and decided we should abandon the idea of a free space; we opted for room rental at a LAN gaming store that had a meeeting room in the back and was located next to a gaming store in a central location.  When they closed, we found a home at a local gaming club, [http://www.dragonflight.org/msg/ Metro Seattle Gamers] (MSG), that was at the time primarily focusing on board games and wargames but had a club house.  (More on MSG under [[Forming a Gaming Community]].)&lt;br /&gt;
&lt;br /&gt;
==Calendar==&lt;br /&gt;
If you&#039;re reading this, you&#039;re probably online and Web-savvy (unless one of your friends took the time to print this for you.)  So the tool you definitely should use to make your life easier is an &#039;&#039;&#039;online calendar&#039;&#039;&#039; to post your game schedule and send reminders.  Whatever your platform for group discussion is (mailing list, forum, blog, etc.), chances are it offers a calendar feature.  If you haven&#039;t looked into it yet, here are some of your (free) avenues:&lt;br /&gt;
&lt;br /&gt;
* [http://groups.yahoo.com/ Yahoo Groups] all offer a calendar&lt;br /&gt;
* So do [http://www.meetup.com/ Meetup groups]&lt;br /&gt;
* [http://www.google.com/calendar/ Google Calendar] is quite nice too&lt;br /&gt;
&lt;br /&gt;
Make sure the calendar you pick offers the following features:&lt;br /&gt;
&lt;br /&gt;
* Set recurring events: So you can program your weekly, monthly, etc. game.&lt;br /&gt;
* Edit even recurring events on a one-time basis: So you can add details for a specific game.&lt;br /&gt;
* Send automatic reminders to the group: So you can nudge potential players a few days before the game.&lt;br /&gt;
* Some access protection: So only your group can change, add or delete events to the calendar.&lt;br /&gt;
&lt;br /&gt;
If &#039;&#039;&#039;one person in your group can take charge of updating calendar items&#039;&#039;&#039;, you may find the system works better.  While we functioned for a long time with different arrangements, right now we have one person who makes sure that all anounced games are on the calendar, auto-reminders for time and place are up-to-date, and any changes are added.  That way, we no longer get reminders for events that have been cancelled or rescheduled, etc.  Getting obsolete reminders just confuses everybody and makes your event appear less reliable.&lt;br /&gt;
&lt;br /&gt;
=GAMES=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Having a weekly event is a grand idea, but what games are you going to play?&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Indie, Oldie, Oddball==&lt;br /&gt;
When we first started these events, the focus was on indie games.  While this was a fine idea and we have had many great indie games through the years, there were times when we just didn&#039;t have enough people to run and play only indie games, or when the general mood was simply for something else.&lt;br /&gt;
&lt;br /&gt;
Nowadays, we&#039;re open to anything anyone wants to run.  In practice, the games that have really got people fired up are the &amp;quot;Indies, Oldies, and Oddballs&amp;quot;: small-press games, out-of-print games, home brews, forgotten favourites, new releases, weird mixes, etc.  &lt;br /&gt;
&lt;br /&gt;
Moreover, having a variety of game styles attracted people that might not have been there if the events had been dedicated to a single style.  We got a lot of cross-pollination this way.  It&#039;s more welcoming, and it makes new GMs less self-conscious or hesitant to offer to run &#039;&#039;their&#039;&#039; oddball game.&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;right&amp;quot; range will vary with groups, of course, but one of the keys is to get people interested.  The game you&#039;ve always wanted to try, the one you just bought, the two that make such an odd combination &amp;amp;mdash; these can fire up your group&#039;s imagination.&lt;br /&gt;
&lt;br /&gt;
==A Game in your Back Pocket==&lt;br /&gt;
&#039;&#039;&#039;Make sure you have some games to play every week&#039;&#039;&#039; (or every event if you use a different frequency.)  If people aren&#039;t sure that there will be something this week, if they think it&#039;s shaky, iffy, and they could be wasting their time by showing up, they&#039;ll be less likely to make the effort.&lt;br /&gt;
&lt;br /&gt;
What this means is that you&#039;ll often need a &#039;&#039;&#039;Plan B&#039;&#039;&#039; when life gets in the way and this week&#039;s GM can&#039;t make it.  Have a few games ready, games that can be played on short notice.  Several times our evenings have been rescued by pulling out a no-prep game such as [http://www.ramshead.indie-rpgs.com/ Universalis], [http://www.atlas-games.com/onceuponatime/index.php Once Upon A Time], etc., or by playing board games.&lt;br /&gt;
&lt;br /&gt;
Or you can have an episodic game where the GM keeps an episode ready for the next lull; in our group, GMs have popped games of [[SGA_2004_Archive#Call_of_Cthulhu|Call of Cthluhu]], [[SGA_2006_Archive#The_Saga_of_the_Dinner_Cart_Banditos|Low Life]], [[SGA_2006_Archive#Halloween_Falkenstein|Castle Falkenstein]], etc. when we had a cancellation.  Board games are also a convenient backup solution.  &lt;br /&gt;
&lt;br /&gt;
That way, people who take the chance of showing up know thay won&#039;t be left hanging, and they should have a fun evening.  It makes them more confident and encourages those who are still &amp;quot;on the fence&amp;quot; to show up.&lt;br /&gt;
&lt;br /&gt;
==Playtesting==&lt;br /&gt;
If your group is interested in trying new things and you have someone to collect feedback in an organized fashion, you may have a lot of fun organizing playtesting events.  &lt;br /&gt;
&lt;br /&gt;
There are lots of small press game designers looking for playtesters, all the time.  Of course, not all of them will be a good fit for your particular group so you have to cherrypick.  Good places to hear about designers looking for playtesters:&lt;br /&gt;
&lt;br /&gt;
* [http://www.indie-rpgs.com/forum/index.php?board=62.0 The Forge&#039;s playtesting section], of course&lt;br /&gt;
* RPG.net, particularly in [http://forum.rpg.net/forumdisplay.php?s=&amp;amp;daysprune=60&amp;amp;f=11 &amp;quot;The Art of Game Design&amp;quot;]&lt;br /&gt;
* [http://www.story-games.com/forums/ Story Games forum]&lt;br /&gt;
* The RPG Site&#039;s [http://www.therpgsite.com/forums/forumdisplay.php?f=33 Game Design and Theory] section&lt;br /&gt;
* Various designers&#039; blogs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Once you have a group established&#039;&#039;&#039;, you can approach game designers and offer to playtest their new games.  It really helps to have a track record; game designers have enough to do with their own projects and are not interested in helping you create your new gaming club.&lt;br /&gt;
&lt;br /&gt;
Will your playtest comments matter?  Although some game designers and publishers (particularly among the larger, older, more hide-bound publishers) may only want to be able to &#039;&#039;say&#039;&#039; they playtested their game, many of today&#039;s designers are in fact eager to get real playtest.  They may not address all of your comments exactly as you had hoped, but your input will indeed help them improve their product.&lt;br /&gt;
&lt;br /&gt;
=PROMOTING=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Getting people to come to the games.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Welcoming==&lt;br /&gt;
This is absolutely crucial: &#039;&#039;&#039;be welcoming to new folks&#039;&#039;&#039;.  You&#039;d think we didn&#039;t need to even mention this, but we all get wrapped up in our games and we forget that other people may not know what&#039;s going on, may not be familiar with the game system, the setting, the club&#039;s organization, the people involved, etc.  If you want you weekly event to be successful, remember that your mission is to make gaming more fun &amp;amp;mdash; for yourself and for everyone else.&lt;br /&gt;
&lt;br /&gt;
That means encouraging new players to show up when they pipe up on your mailing list, encouraging new GMs to take turns in the rotation, and yes, giving them priority.  If you have a &amp;quot;regular&amp;quot; and a newcomer who both want to run a game next week &amp;amp;mdash; &#039;&#039;go with the newcomer&#039;&#039;.  It&#039;s essential to have as much variety and openness as you can foster.&lt;br /&gt;
&lt;br /&gt;
Yes, occasionally that means that there may be people who come in who you will not like.  It&#039;s just like any social activity; you&#039;ll have to deal with &amp;quot;people issues&amp;quot;.  Disruptive people need not be tolerated beyond normal social boundaries, but it is important to give a feeling of openness and friendliness.&lt;br /&gt;
&lt;br /&gt;
==Teasers==&lt;br /&gt;
However your group keeps in touch, you almost certainly use a mailing list, blog, forum, or Web-based group.  This is one of your best tools to get attention for upcoming games.  &lt;br /&gt;
&lt;br /&gt;
GMs, this is for you: promote your game for at least a week beforehand.  This doesn&#039;t mean cutting other people&#039;s threads; but start getting people interested so they&#039;ll include your game in their schedule.  Use &#039;&#039;&#039;teasers&#039;&#039;&#039; to generate excitement.&lt;br /&gt;
&lt;br /&gt;
* First, send a short, one-paragraph &#039;&#039;&#039;pitch&#039;&#039;&#039; of your game.  Think of what your game&#039;s description would be in a movie guide.  For good examples of the pitch, see [[SGA_2003_Archive#It_Came_From_The_Desert|It Came From The Desert]] (2003), [[SGA_2004_Archive#Harlequinade:_Something_Wicked_This_Way_Comes|Something Wicked This Way Comes]] (2004),  [[SGA_2005_Archive#Savage_World_Spellslinger:_Adventures_in_the_Fantastic_West|Spellslinger]] (2005), [[SGA_2006_Archive#Capes!|Capes!]] (2006), and [[SGA_2007_Archive#Space_Race_1907|Space Race 1907]] (2007).&lt;br /&gt;
&lt;br /&gt;
* Then consider running one or more &#039;&#039;&#039;trailers&#039;&#039;&#039;: a short scene from the game as you envision it, often in screenplay style.  For examples of trailers, see [[SGA_2004_Archive#Rain_of_Bullets|Rain of Bullets]] (2004), [[SGA_2005_Archive#The_Cold_Heart_of_Distant_Stars|The Cold Heart of Distant Stars]] (2005), [[SGA_2006_Archive#Mystery_Men|Mystery Men]] (2006), and [[SGA_2007_Archive#Roanoke:_Grindhouse_Edition|Roanoke: Grindhouse Edition]] (2007).&lt;br /&gt;
&lt;br /&gt;
* Teasers can also be all sorts of bits of information sent to pique players&#039; curiosity: newscasts, character bios, posters, etc..  Some GMs will go all out and send a teaser a day for a week.  For an example, see the ones from [http://forum.rpg.net/showthread.php?t=302189 Crisis on the Island of Forgotten Toys!] (2006), as reprinted on the RPG.net Actual Play thread.&lt;br /&gt;
&lt;br /&gt;
==Pre-Gens==&lt;br /&gt;
Yes, pre-generated characters (pre-gens) can be a promotion tool as well as making life easier at the game.  &lt;br /&gt;
&lt;br /&gt;
At SGA, our gaming nights usually run from 6:30 PM to 10 PM (18h30 to 22h00) and are on a drop-in basis (though we do try to RSVP as much as feasible); often, most players are new or unfamiliar to the systems.  That means we need to either use pre-gens or systems with very quick character creation.  Although this can be a turn-off for some gamers who like to customize their character, this can be turned to an advantage with a little work on the GM&#039;s part.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Custom-created characters:&#039;&#039;&#039; Some GM create PCs &amp;quot;to taste&amp;quot; to suit individual players&#039; requests.  This offers an opportunity to have a bit of Q&amp;amp;A with potential players before the actual game, customize your adventure, &#039;&#039;and get people to feel they have a stake&#039;&#039; in their character and in the game.&lt;br /&gt;
* &#039;&#039;&#039;Sampler:&#039;&#039;&#039; Alternately, you can create an array of characters that would work together and you feel will illustrate the coolness factor of your game.  Post those pre-gens ahead of time, and promote your game by explaining why the characters (and your game) are cool.&lt;br /&gt;
* &#039;&#039;&#039;Countdown&#039;&#039;&#039;: You can announce the roster in advance and count down the remaining spots as each character gets claimed by a player before the game.  It&#039;s not quite an auction but it helps remind people that the spaces at the gaming table are going fast, it keeps feeding info about your game during the build-up time, in short: it&#039;s promo.  You can combine this with the other approaches, of course.&lt;br /&gt;
&lt;br /&gt;
==Online Tools==&lt;br /&gt;
We already discussed the usefulness of an online calendar; let&#039;s look at some of the other online tools you have available to help support your game(s) and generate interest.  Many of these tools are for post-game promotion; in other words, showing everyone who &#039;&#039;wasn&#039;t&#039;&#039; there what they missed and why they should show up next time! &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Actual Play threads&#039;&#039;&#039; on forums like [http://forum.rpg.net/forumdisplay.php?f=68 RPG.net], [http://www.indie-rpgs.com/forum/index.php?board=14.0 The Forge], [http://www.therpgsite.com/forums/forumdisplay.php?f=6 The RPG Site], and [http://www.story-games.com/forums/?CategoryID=4 Story Games].  These are great to get the various participants to give their feedback without dilution in the regular chatter of our gaming club; it also allows you to get feedback from other interested people, even the game&#039;s designer.  It&#039;s a good spot to keep your game&#039;s info so you can refer to it several months later when you suddenly want to run a new episode!&lt;br /&gt;
* &#039;&#039;&#039;Photo Reports&#039;&#039;&#039; can be posted on blogs, or hosted sites (e.g., [http://photobucket.com/ PhotoBucket], [http://imageshack.us/ ImageShack]) and make a terrific promo.  Here is an example from our January 2007 game, [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against the Lord of Blood!]&lt;br /&gt;
* &#039;&#039;&#039;Videos&#039;&#039;&#039;, either game footage or slide shows of the game, can be posted on [http://www.youtube.com/ YouTube] or [http://video.google.com/ Google Video].&lt;br /&gt;
* &#039;&#039;&#039;Game Blogs&#039;&#039;&#039;.  Blogs are somewhat less egalitarian than an Actual Play thread (because there&#039;s a main author and subordinated comments for each entry), but they can fulfill much the same function.  Examples of places where one can set up a free blog include [http://www.livejournal.com/ LiveJournal], [http://www.blogger.com/ Blogger], [http://wordpress.org/ WordPress], [http://360.yahoo.com/ Yahoo! 360], [http://www.myspace.com/ MySpace], etc.&lt;br /&gt;
* &#039;&#039;&#039;Wikis&#039;&#039;&#039;, such as this [[Main_Page|RPG.net wiki]] or [http://pbwiki.com/ PBwiki].  Wikis are somewhat less about having a conversation between participants, and more about sharing or preserving information, regardless of author.  Very good for collaborating on writing, for keeping character sheets, recaps, house rules, etc., and for making the information available to the gaming community.&lt;br /&gt;
* &#039;&#039;&#039;[http://docs.google.com/ Google Documents and Spreadsheets]&#039;&#039;&#039;.  These tools are very useful to share information and allow editing among several people but not the whole world.  They&#039;re collaboration tools, not broadcast tools.&lt;br /&gt;
&lt;br /&gt;
==Posters==&lt;br /&gt;
[[Image:Poster_assembly.jpg|thumb|Tutorial: Assembling the posters]]&lt;br /&gt;
This takes us back to the club-level promotion, rather than the individual game level.  If you have someone in your club who has graphic skills, consider putting together a poster to advertise your weekly event.  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;What:&#039;&#039;&#039; Put an attractive, eye-catching image but do not clutter the poster with an overabundance of visual elements.  Include a clear title and your game club&#039;s name.  In smaller print, you can have a short description of your club events, just enough detail to get people interested.  And, of course, include the club&#039;s contact information (URL is best.)  Do not include information that is subject to change without warning, such as the location for the games.  That&#039;s what your Website or forum is for.  And for Heaven&#039;s sake, proofread the poster before finalizing!  Typos in promotional materials are at best a turn-off and at worst a cause of problems (e.g., wrong contact info.)&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;How:&#039;&#039;&#039; We like to do ours on 11&amp;quot; x 17&amp;quot; &amp;quot;tabloid&amp;quot; format (A3 would be closest among international or ISO 216 formats), with tearaway tabs giving our name and URL.  Tearaway tabs are printed on two rows length-wise on 8.5&amp;quot;x11&amp;quot; letter paper (use A4 for international format).  Remember to bring thumb tacks and tape when you go a-postering.  See a tutorial prepared by [[User:Demongg|Demongg]] for our club&#039;s posters by clicking on the image.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Where:&#039;&#039;&#039; At the very least, hit all the gaming stores, comic book stores, LAN gaming spots, book stores specializing in science-fiction and fantasy, etc.  We also try to hit coffee shops, Internet cafes, etc. that are located nearby.  Ask the owner or manager politely whether they wouldn&#039;t mind you hanging the poster; be prepared to explain why it would be a good idea for &#039;&#039;them&#039;&#039; to have your poster around (e.g., building a more vital gaming community, promoting more different games, etc.)  Other good places to post include college and university campuses, and high schools if you can get permission.&lt;br /&gt;
&lt;br /&gt;
=GROWING=&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Baby steps!&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eventually, if things are going well, you get to the point where you regularly have more people who want to join the the weekly game than there are spots available.  We&#039;re about at that point right now.  You face the decision of having to games the same night, which means they&#039;re mutually exclusive and even competing; or scheduling a second game in a different slot, with all the challenges it entails.  &lt;br /&gt;
&lt;br /&gt;
There is also the risk of &#039;&#039;&#039;expansion and contraction&#039;&#039;&#039; -- attendance typically decreases during certain periods, such as during the Holidays, summer vacations, and when there are a lot of other activities competing with your regular event.  It may be easier to stick to one game a week rather than over extend your club&#039;s capabilities.  &lt;br /&gt;
&lt;br /&gt;
And if you take the plunge, if you decide to schedule a second regular event, your task is about 60% to 90% of the work you had setting up the &#039;&#039;first&#039;&#039; regular event: you have some momentum, but you have to deal with the same issues of scheduling, location, attendance, planning, follow-up, advertisement, etc.&lt;br /&gt;
&lt;br /&gt;
Good luck, and have fun with the whole project!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[Seattle Gamers Assemble!]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Proposed_Game_Ideas&amp;diff=56305</id>
		<title>Proposed Game Ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Proposed_Game_Ideas&amp;diff=56305"/>
		<updated>2007-07-27T22:18:44Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of ideas where GMs can post their interests for things to run in the future. &lt;br /&gt;
&lt;br /&gt;
==Kevin&#039;s Interests==&lt;br /&gt;
*  All Flesh Must Be Eaten (Return to Freedom)&lt;br /&gt;
*  Land of Og  (Caveman Conudrums Again)&lt;br /&gt;
*  ZERO  (the game of playing a borg-like drone)&lt;br /&gt;
*  Pokethulhu&lt;br /&gt;
*  Ninja Burger&lt;br /&gt;
*  M&amp;amp;M1e  vs.  M&amp;amp;M2e  (same game twice in both rules)&lt;br /&gt;
*  Nextwave part III&lt;br /&gt;
*  the Prisoner  (not sure what rules, using the GURPS resource)&lt;br /&gt;
*  Bunnies and Burrows&lt;br /&gt;
*  TOON!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Sophie&#039;s To-Run List==&lt;br /&gt;
* Vs. Outlaws&lt;br /&gt;
* Wilderness of Mirrors&lt;br /&gt;
* Dead Inside&lt;br /&gt;
* Don&#039;t Rest Your Head&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Mark&#039;s Promises==&lt;br /&gt;
* Calico Jack and the crew of the Rapacious (Savage Worlds)&lt;br /&gt;
* Space Race 1907 (Savage Worlds or CORE)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[SGA Gaming Night Archive]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Seattle Gamers Assemble!]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2004_Archive&amp;diff=56304</id>
		<title>SGA 2004 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2004_Archive&amp;diff=56304"/>
		<updated>2007-07-27T22:13:44Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Chimeras */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2004:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mutants on the Eastside=&lt;br /&gt;
; Game System&lt;br /&gt;
: Teenage Mutant Ninja Turtles (Palladium)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: Ninja Tree Frog (Ed Freeman)&lt;br /&gt;
: Rich catoid (Carrie)&lt;br /&gt;
; Date&lt;br /&gt;
: December 20, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Felix Delgato and Uyeda looked&lt;br /&gt;
into the mystery of Yoshi the missing Ninja Master and also the&lt;br /&gt;
robberies of local convienance stores.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;They discovered that the culprits were four young mutants calling&lt;br /&gt;
themselves The Terror Bears in a parody of the cartoon bears with&lt;br /&gt;
pictures on their tummies. After a fight at the Terror Bears hide&lt;br /&gt;
out, Felix and Uyeda captured the young bears and rescued Yoshi.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The terror bears revealed that they had escaped from some sort of&lt;br /&gt;
lab where they were being kept by bad people. Uyeda had himself&lt;br /&gt;
escaped from a similar situation and with food and kindness did his&lt;br /&gt;
best to make friends with the bears. He also offered to help them&lt;br /&gt;
get revenge against these bad humans.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rain of Bullets=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.atlas-games.com/fengshui/index.php Feng Shui]&lt;br /&gt;
; Pitch&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[Close-up shot of a small puddle on pavement at night, rain drops&lt;br /&gt;
falling in, creating widening circles of ripples. Reflections of&lt;br /&gt;
passing car lights shimmer in. Soft, ominous cello music.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;In a city that believes itself safe...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Panning out a bit from the puddle. One darker blood drop falls in,&lt;br /&gt;
soon followed by more, breaking the rhythm of the rain drops and&lt;br /&gt;
staining the puddle.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... A brutal killer stalks...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of a couple of police cars parked haphazardly near a dock crane&lt;br /&gt;
along a pier. Gray morning light, dark roiling cloud masses, wet&lt;br /&gt;
shimmer of recent rain on everything. Music switched to more&lt;br /&gt;
electronic, rhythmic theme.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #1, calling out: &amp;quot;Ah shit! I got a hand here! &amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #2, muttering in his to-go coffee cup: &amp;quot;Fuck, I don&#039;t get paid near&lt;br /&gt;
enough for this...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #3, to Detective Romero: &amp;quot;That&#039;s most of the body, then. I think&lt;br /&gt;
we&#039;re still missing a hand and one leg below the knee. Homeless guy,&lt;br /&gt;
looks like.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Romero, eyes narrowed: &amp;quot;Uh-huh...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... In his wake he brings war...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of two very expensively dressed businessmen, smoking in the&lt;br /&gt;
entrance of an Art Deco building. Sergei is older, with a greying&lt;br /&gt;
mustache, and smoking a cigar; Dmitri is younger, dark hair slicked&lt;br /&gt;
back, and smokes a cigarette; both wear shiny Rolex watches and gold&lt;br /&gt;
cufflinks.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei, with strong Russian accent: &amp;quot;Are you sure about this?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Dmitri, quietly, with much lighter accent: &amp;quot;Yes, sir.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei throws cigar stub to the wet ground and stomps angrily on it.&lt;br /&gt;
&amp;quot;Is that &#039;&#039;piska&#039;&#039; coming to kill me? &#039;&#039;Ni khuja&#039;&#039;!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Cop against criminal...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Romero aiming at a fleeing suspect. Music picks up a&lt;br /&gt;
suspenseful beat.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Romero: &amp;quot;Freeze, asshole!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Annoucer: &amp;quot;... Have against have-nots...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Jaydee, a large black man, swinging a pipe length against&lt;br /&gt;
another expensively dressed man whose shot with a Makharov PMM pistol&lt;br /&gt;
goes wide.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Jaydee: &amp;quot;You motherfucker, you gonna pay for what you did to Buzz!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Yakuza against Mafiya...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Takamura Kane doing an impossibly nimble sidestep as two men&lt;br /&gt;
dressed in black suits reach for him, then dealing one of them a&lt;br /&gt;
lightning-quick chop to the neck.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Takamura: &amp;quot;Can&#039;t we be reasonable about this?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Old against young...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of 12-year old Terry Yin deftly avoiding a backslap from aging&lt;br /&gt;
grandfather.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Terry: &amp;quot;But grampa! You can&#039;t just let them take your shop!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...Brother against sister...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Tatjana and Sergei facing off, leveling pistols at one&lt;br /&gt;
another. Music comes to a crashing halt.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei: &amp;quot;You&#039;re either with me or dead, &#039;&#039;shalava&#039;&#039;!!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... and master against puppet.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot from a high-rise window looking down upon the city at twilight;&lt;br /&gt;
the skyline is recognizable as Seattle&#039;s. A large red fire is glowing&lt;br /&gt;
near the waterfront, and the lights from emergency vehicles are flashing&lt;br /&gt;
artound its perimeter.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Low voice from off-camera, not clearly recognizable as male or female:&lt;br /&gt;
&amp;quot;And you say you have this under control.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Female voice from off-camera: &amp;quot;Yes. All the loose ends will be tied.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Return to the puddle shot. As the camera pans out, the circular&lt;br /&gt;
ripples are expanding.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... As wheels move within wheels, conspiracies within&lt;br /&gt;
conspiracies...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Quick shot of Takamura wheeling around to see half a dozen thugs behind&lt;br /&gt;
him.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...This Christmas...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Terry pursued by a thug snatching the bell from a Salvation&lt;br /&gt;
Army volunteer, and whipping it around to hit the thug.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...Seattle is definitely sleepless.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of the Pike Place Market, with Jaydee sending a shop counter and&lt;br /&gt;
its content of vegetables flying.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Pounding, X-treme music]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Quick action shot of Terry throwing a large soda in a thug&#039;s face]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Romero running, jumping on a car, running over its&lt;br /&gt;
hood and continuing his pursuit]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Tatjana doing a mad side-jump to avoid a hail of&lt;br /&gt;
bullets and sliding across a wet floor as she pumps two H&amp;amp;K MP5 K&#039;s&lt;br /&gt;
worth of retaliation]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Grampa doing a Flying Windmill Kick and sending a&lt;br /&gt;
thug reeling against a brick wall]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Takamura back-handing an athletic-looking woman&lt;br /&gt;
with a blow that looks like it should break her neck.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Music and action stop.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Low shot of a man in his thirties with close-cropped beard, looking&lt;br /&gt;
down into the camera with a tight grin; behind him, dark gray sky and rain.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Man: &amp;quot;Are you ready to help us?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Screen blackout.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;FENG SHUI: RAIN OF BULLETS&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
COMING CHRISTMAS 2004&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;This film has not yet been rated.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Jaydee, Big Bruiser (Edmund Metheny)&lt;br /&gt;
: Terry Yin, Scrappy Kid&lt;br /&gt;
: Detective Danny Romero, Maverick Cop&lt;br /&gt;
: Takamura Kane, Transformed Fox (Jason Kalivas)&lt;br /&gt;
: Tatjana Krucenko, Ex-Special Forces&lt;br /&gt;
: Yin Dao-zi, Old Master&lt;br /&gt;
; Date&lt;br /&gt;
: December 13, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Murder on the Orient Express, Part II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.talsorian.com/CastleFalkenstein.php Castle Falkenstein]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The adventure continues from last time. Our heros have survived the train engine&#039;s explosion and now are trapped in the middle of nowhere near the border to Russia. How will they get out of this predicament?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Lady Cecelia Wentworth, Adventuress (Sophie)&lt;br /&gt;
: &amp;quot;Sir&amp;quot; Richard Upton, Gentleman Thief (Edmund Metheny)&lt;br /&gt;
: Sir Basil Rathingspoke, Big Game Hunter&lt;br /&gt;
; Date&lt;br /&gt;
: December 6, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: [[SGA_2004_Archive#Murder_on_the_Orient_Express|On-going series]]&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scarlet Wake=&lt;br /&gt;
; Game System&lt;br /&gt;
: Scarlet Wake&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: n/a&lt;br /&gt;
; Players&lt;br /&gt;
: 7&lt;br /&gt;
; Characters&lt;br /&gt;
: (See recap.)&lt;br /&gt;
; Date&lt;br /&gt;
: November 8 &amp;amp; 15, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We had a lot of fun last night. Lukas called this game the RPG version of &amp;quot;Kill Bill&amp;quot; and that was fairly accurate. There&#039;s not gm just protagonists and antagonists. All the players take turns with scences where you are the protagonist. Most of us got through two scenes last night since there was a large group there.&lt;br /&gt;
&lt;br /&gt;
: My chracter was White Lilly, a Kung Fu Student from Hong Kong, who&#039;s school had been destroyed. I faced off with Iron Dog, a traitor who burned down the school, for both of my scences. He beat me up both times. The first scene was really embarassing because it was the white belts and yellow belts that beat me up.&lt;br /&gt;
&lt;br /&gt;
: Another character was a Dectective who went up against a Freudian Psycoanalsyst who had killed his client before she could pay him.  He also lost both times and ended up being analysed in the first scene and then hypnotised in front of a whole audotoriam full of high school students the second time. It was brutal.&lt;br /&gt;
&lt;br /&gt;
: Resolute Monkey managed to take down his boss in the second scene.  He was a humanoid monkey sent by the Monkey God to punish those who do harm to monkeys. He faced of against Bob the honest researcher.  In the first scene after locking a graduate student in one of the monkey cages Resolute Monkey was locked in a cage himself and probed. In the second scene he managed to defeat the janitor, the undergrads, and finally Bob himself.&lt;br /&gt;
&lt;br /&gt;
: Other characters included an Amerind man nickenamed &amp;quot;Mr. Grumpypants&amp;quot; by his nemisis little Timmy, A biker who destoryed a Chinese restaraunt looking for the man who scratched his motorcycle, a surfer named Golden Boy who took down Nick a guy who worked for the corporation that wanted to take over the beach, and a gangster who took on the local Madame, big Mama.&lt;br /&gt;
&lt;br /&gt;
: I definetly want to play again and see if I can finally defeat Iron Dog!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ed Freeman:&#039;&#039;&#039; We found a pretty good system break. If you take all the Kick and use it for pumping up the boss, the 1st boss becomes pretty much unbeatable.  &lt;br /&gt;
&lt;br /&gt;
: I reported this, and it looks like the fix is that boss power-ups only last for that encounter.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;zuvembi:&#039;&#039;&#039; Thank goodness. I don&#039;t think I could take the psychic damage of being brutally psychonanalyzed again by Doctor Phillip von Stutz the color-blind psychiatrist. Much more of that and I&#039;ll be in therapy for years. Much less if he gives me another bill like the last one...&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Deliria =&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.laughingpan.com/deliria.html Deliria]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Ed Freeman&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: (See recap.)&lt;br /&gt;
; Date&lt;br /&gt;
: October 28, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I was a graphic designer working for a local computer game company and Linda was my faithful terrier with farie blood, Fergus. This fellow named Moredecai hired the company to make a game about going to the Farie Lands and killing King Oberon and as it turns out it would have really annoyed Oberon. Soon strange people were showing up asking me why I wanted to kill the Faerie King. This woman put a mark on me in the Starbucks and after that technology broke down whenever I got near it. To make a long story short we got a ride to the Faerie lands and talked the King into taking the curse off so that I could go back and make Mordecai and additional character in the game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; If Ed runs this game again, I&#039;d really reccomend it :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had originally prepped a happy disney-oid story about the family pets rescuing a daughter back from the Fey Lands, but I had spent all day in meetings contemplating if it would be worth losing by job to slap the person talking too much. I came out in no mood to run happy-disney, so I pretty much improved the adventure on the spot. I had a bunch of &amp;quot;Once apon a Time ...&amp;quot; cards and wheneve I needed inspiration I pulled one out.&lt;br /&gt;
&lt;br /&gt;
: I may have to actually flesh it out a bit more and make it a real adventure :-)&lt;br /&gt;
&lt;br /&gt;
=G.A.M.E.: Star Wars=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://home.blarg.net/~efreeman/Games/GAME_02.pdf G.A.M.E.]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Ed Freeman&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the Wookie&lt;br /&gt;
; Date&lt;br /&gt;
: September 27, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the obligatory Wookie were taking lunch at Poiled Bob&#039;s Sporg House when ...&lt;br /&gt;
: ... TIE fighters overhead, troopships landing, suspiciously close to TPT the shipping / smuggling outfit they work at. Storm troopers burst into the shop shouting &amp;quot;There they are!&amp;quot; and blasting away.  Cue Star Wars music.&lt;br /&gt;
&lt;br /&gt;
: The heroes dispatched the STs with dispatch, but not before Calit took a blaster in the shorts. I knew the players were really getting the system when David (?) said &amp;quot;I use my acting ability to collapse under the table, and then snap off a shot so I can chain Acting with Blaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: After the first three troopers, they ran out the back where they got ambushed by three more troopers and an AT-XT (1-man walker), and more troopers as they&#039;re trying to get into spare suits as a disguise.&lt;br /&gt;
&lt;br /&gt;
: They found out they&#039;re wanted for being in the Rebellion. This is the first they&#039;ve heard of any rebellion.&lt;br /&gt;
&lt;br /&gt;
: They hide out at a friend&#039;s shop where they talk to the Head (6&#039; tall ape head on two massive arms) where they find out they have to have to get themselves off-planet of they will be turned over to the Empire.&lt;br /&gt;
&lt;br /&gt;
: They make a diversion that involves lots of explosions so they can sneak back into their old workshop and steal their old ship &#039;&#039;The Lady MacBeth&#039;&#039;. After a shoot-out with a Hunter Droid and beating up another trooper on the ship, they take off. As luck has it, the Star Destroyer Batarak is on the other side of the planet, leaving only a picket of 6 TIE fighters between them and freedom ...&lt;br /&gt;
&lt;br /&gt;
:...at which point the GM decides to roll boxcars. The TIE fighters attack in formation; the first two punch holes in the shields, the next two take out the shield generators themselves, the last two strafe the engines. After this the TIE fighters dance around, taking chunks out of &#039;&#039;The Lady MacBeth&#039;&#039; until it&#039;s dead in space.&lt;br /&gt;
&lt;br /&gt;
: The crew surrenders, is about to get tossed in a garbage disposal, overpowers their guards, and patches into the Star Destroyer computer system... &lt;br /&gt;
&lt;br /&gt;
: ... when the Sysadmin gets the roll of the night. They hack root on the Star Destroyer. They shut down life support in the ship, get everybody off the ship, and get their friends up on it.&lt;br /&gt;
&lt;br /&gt;
: They start the night as out-of-work smugglers. They end the night as out-of-work smugglers with a Star Destroyer.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I enjoyed the game quite a bit, and I think you&#039;ve developed a very good system. While I feel it&#039;s best suited to grittier games where the players have a semi-even chance of failing in achieving their goals, rather than a highly cinematic sort of game, it works really well. It think it would be perfect for an espionage sort of game, for some reason. I like the idea of being able to chain together skills to help yourself and others accomplish things, though it seems like it would require the GM to be very mindful to keep it from being abused.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; The skill chains is the coolest aspect of the system. The system takes an active hand in encouraging role playing, which is a good thing. The mechanics are also solid - diminishing returns keep people from getting ridiculous.&lt;br /&gt;
&lt;br /&gt;
: The system works well overall; the system was able to handle what we tried to do with it. That said, it&#039;s a little too crunchy for me.  On-the-spot math combined with the success level table all but did me in. That&#039;s probably just a matter of personal taste, though.&lt;br /&gt;
&lt;br /&gt;
: I do also agree with Lukas when he says that Star Wars is probably not the ideal setting for this game. Something a little grittier, something slower moving and less actiony would probably work.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: We tested my pet system Monday night.  ([http://home.blarg.net/~efreeman/Games/GAME_02.pdf])&lt;br /&gt;
&lt;br /&gt;
: Three players, including a newcomer Jason, as well as myself.  We were playing in a Star Wars universe, set a few years before &#039;A New Hope&#039;. In other words, the galaxy is a real mess and nobody&#039;s in charge really. I think the players were David and Michael -- let me know if I got the names wrong, I&#039;m really pathetic with them.&lt;br /&gt;
&lt;br /&gt;
: The players got the system right away which made me happy. I was worried that it was too crunchy, but the crunch bits went fine. There is some computations involved, but they are all or the same type of thing so it goes fast.&lt;br /&gt;
&lt;br /&gt;
: The system is easy to learn and manage. The resolution system is a little wild. I want some wildness in the system but I think there is a little too much. Maybe?  It might be a feature, not a bug. The players can never be certain of a plan, but they can always have a shot even in bad odds.&lt;br /&gt;
&lt;br /&gt;
=Harlequinade: Something Wicked This Way Comes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.pigames.net/store/default.php?cPath=21 Active Exploits-Diceless Role-playing]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Perfect is a place where everything seems to be good and no one has any troubles, but this place is very far from perfect, very far indeed. The residence of Perfect are gather to the Harvest Festival and young people especially enjoy the cornfield maze. Yet no one seem to speak a word of those that enter the maze and never seen again. Maybe its because in the town of Perfect such things could never happen.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Abraham Torres&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Agnes (AJ) Jones Female 16yrs Stuck-up Tomboy&lt;br /&gt;
: Kyle Verre Male 13yrs Home Schooler&lt;br /&gt;
: Morris Colbert Male 29yrs Disgruntled Janitor&lt;br /&gt;
: Shaggy Male 16yrs Metal Head&lt;br /&gt;
; Date&lt;br /&gt;
: September 20, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Marvel Super Heroes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.marvelrpg.net/ Marvel Super Heroes]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It should be silly and fun.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 30, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Buffy=&lt;br /&gt;
; Game System&lt;br /&gt;
: Buffy&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 23, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Our intrepid group, consisting of a half-demon, untrained slayer, the last guardian of an ancient evil&#039;s grave, a retired demon hunter, and a sorcerous oracle succeeded in thwarting a mixed group of Moltek demons and vampires from re-awakening on of the Mad Gods from his ancient slumber. &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Call of Cthulhu=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: Arkham, MA, 2004 - The recent disappearance of the young couple, Ken and Mary Derby has been the subject of investigation for the Arkham police since they vanished mysteriously from their home in early October. The police had suspected Ken&#039;s elderly father, Matthew Derby, who had been living with the two for some years. Now, nearly a month after the disappearances, Matthew Derby has taken his own life by a gunshot to the head. Police officials are looking to interpret this as Matthew&#039;s confession of guilt, but what was he guilty of? No bodies have been found and no motive has been established... Was Matthew the culprit?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Michael Goff&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Edward Steel- A detective for Arkham Police who has been with the case since the start. A Vietnam vet with a keen eye and fine shot.&lt;br /&gt;
: Heather Warren- The officer who took the call when the couple disappeared. An experienced officer who has dealt with more than her share of strange cases in Arkham.&lt;br /&gt;
: Dave Jeager- A new addition to the Arkham P.D. and Heather&#039;s partner. A college athlete and a boxer of some local fame.&lt;br /&gt;
: Melissa Pickman- A police pyschologist who had done Matthew Derby&#039;s psychological assessments. Her analysis lead her to believe that Derby was not guilty, although he knew something he wouldn&#039;t tell her.&lt;br /&gt;
: Prof. Asa Weatherby- A young professor of American History at the famed Miskatonic University and friend of Ken and Mary&#039;s. A very intellgent man left lame in one leg by a sports injury from college.&lt;br /&gt;
: Amanda Kesher- A journalist for the Arkham Herald who has been following the investigation rather closely. She&#039;s well connected in Arkham and can often get in where other reporters can&#039;t.&lt;br /&gt;
: Erich Von Straus- A wealthy dilletante, part of Arkham&#039;s &amp;quot;old money&amp;quot;. Erich spends his time studying the occult and the bizzare.  He&#039;s inheritted the Derby house from an old agreement his father had with Matthew Derby.&lt;br /&gt;
; Date&lt;br /&gt;
: August 16, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Little Fears=&lt;br /&gt;
; Game System&lt;br /&gt;
: Little Fears&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 9, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Elric=&lt;br /&gt;
; Game System&lt;br /&gt;
: Stormbringer&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David Drake&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 2, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Under The Waves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.white-wolf.com/trinity.html Aeon Trinity]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Come join the fun aboard the HMS &amp;quot;Benthic World&amp;quot;, the most luxurious cruise submersible in existance! Sit back and relax during the trip from Lisbon to Pearl City, and enjoy all the services that Millenium Lines is so justly famous for.&lt;br /&gt;
:&lt;br /&gt;
* Fantastic meals at any of our three five star restaraunts&lt;br /&gt;
* Full schedule of shipboard activities , including our spa, swimming pool, tennis courts, casinos.&lt;br /&gt;
* Three complete fitness centers&lt;br /&gt;
* 24-hour room service, pizzeria, sushi bar, and ice cream&lt;br /&gt;
* Millenium Lines children&#039;s program&lt;br /&gt;
* Enjoy the suboceanic scenery in our holo-observation deck.&lt;br /&gt;
:&lt;br /&gt;
: Remember, with Millenium Lines getting there is MORE than half the fun.&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Sylvester Schwartzenwald – an aspiring movie star&lt;br /&gt;
: Natasa Zopblanja – A research scientist&lt;br /&gt;
: Charlene Smith – a computer programmer&lt;br /&gt;
: Etien Robiteille – House Detective&lt;br /&gt;
; Date&lt;br /&gt;
: July 12, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Chimeras=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.white-wolf.com/games/pages/Changelinghome.html Changeling]&lt;br /&gt;
; Pitch&lt;br /&gt;
: When Chimera Software holds a catered party after hours at the Woodland Park Zoo for its annual employee get-together, a handful of Childlings discovers that some guests have an agenda. Will everyone leave the party alive and... unchanged?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 21, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: My fondest memory of that game is Edmund&#039;s Redcap biting through the [http://www.funfunnel.com/index.html &amp;quot;fun funnel&amp;quot;] to steal coins.&lt;br /&gt;
&lt;br /&gt;
=Murder on the Orient Express=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.talsorian.com/CastleFalkenstein.php Castle Falkenstein]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Lady Cecilia Wentworth, Adventuress (Sophie) &lt;br /&gt;
: Richard Upton, Gentleman Thief (Edmund Metheny) &lt;br /&gt;
: Sir Basil Rathingspoke, Big Game Hunter (Michael Goff) &lt;br /&gt;
: Matthew Morgan, Journalist (Kenny Galloway)&lt;br /&gt;
: Lord Cyrus Crane, Secret Agent&lt;br /&gt;
: Yves Poirot, Belgian Consulting Detective&lt;br /&gt;
: Skivir, Dwarf Craftsman&lt;br /&gt;
: Gunter Engelmann, Anarchist&lt;br /&gt;
: Doctor Kinkaid&lt;br /&gt;
; Date&lt;br /&gt;
: June 7, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Our heroes and heroines all boarded the Maiden voyage of The Orient Express because they had heard rumors that Clyde Whitfield would be aboard. They each had a reason to hate him and possibly wish him dead.  Someone managed to slip arsenic in his food.  The passengers realized that if they didn&#039;t find out who the murderer was by the time they reached the Prussian boarder, they were likely to all be held for quite some time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Unfortunately they never did discover who did the deed, but after Gunter blew up the train&#039;s engine before they reached the border at least they didn&#039;t have to worry about being arrested by the Prussian authorities.  They just had to worry about surviving in the middle of nowhere.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Call of Cthulhu=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kayobi&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 31, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Star Wars=&lt;br /&gt;
; Game System&lt;br /&gt;
: Star Wars Role Playing&lt;br /&gt;
; Pitch&lt;br /&gt;
: Come one... Come all... Good old fashion Star Wars Role Playing happening at Game Wizard... yes... you heard me right... Mike is finally running a game, a rare event if I must say... it is going to be a rock rolling fun time... Game time starts at 6:30 pm... come with your jedi mind tricks in tow... and I look forward to seeing ya there...&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Michael Goff&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 17, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=A visit to McFarland Castle=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: Father Drake (Michael Goff)&lt;br /&gt;
: Norman Peabody, mystery writer (Lukas Myhan)&lt;br /&gt;
; Date&lt;br /&gt;
: April 12, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Father Drake and Norman Peabody were both invited to England by Lady McFarland. She wanted them to look into the spirits that were haunting her family castle. Our intrepid investagator&#039;s found that there were two and after a couple of rather harrowing nights found a way to put them to rest.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
= Rune Soldier: Child&#039;s Play=&lt;br /&gt;
; Game System&lt;br /&gt;
: Big Eyes, Small Mouth&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running a game using the Big Eyes, Small Mouth system set in Seattle. It&#039;s a mood piece full of strange villains and stranger heroes built on the kind of twisted perception of reality you&#039;d find in Moorcock&#039;s multiverse work. So, if you&#039;re into playing that sort of odd stuff, it should be tight.&lt;br /&gt;
; Game Master&lt;br /&gt;
: David R. Drake&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Gat-bear (Lukas)&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 15, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea One-Shot=&lt;br /&gt;
; Game System&lt;br /&gt;
: 7th Sea&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 16, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Marvel Super Heroes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.marvelrpg.net/ Marvel Super Heroes]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 2, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2004_Archive&amp;diff=56303</id>
		<title>SGA 2004 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2004_Archive&amp;diff=56303"/>
		<updated>2007-07-27T22:08:25Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Harlequinade: Something Wicked This Way Comes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2004:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Mutants on the Eastside=&lt;br /&gt;
; Game System&lt;br /&gt;
: Teenage Mutant Ninja Turtles (Palladium)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: Ninja Tree Frog (Ed Freeman)&lt;br /&gt;
: Rich catoid (Carrie)&lt;br /&gt;
; Date&lt;br /&gt;
: December 20, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Felix Delgato and Uyeda looked&lt;br /&gt;
into the mystery of Yoshi the missing Ninja Master and also the&lt;br /&gt;
robberies of local convienance stores.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;They discovered that the culprits were four young mutants calling&lt;br /&gt;
themselves The Terror Bears in a parody of the cartoon bears with&lt;br /&gt;
pictures on their tummies. After a fight at the Terror Bears hide&lt;br /&gt;
out, Felix and Uyeda captured the young bears and rescued Yoshi.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;The terror bears revealed that they had escaped from some sort of&lt;br /&gt;
lab where they were being kept by bad people. Uyeda had himself&lt;br /&gt;
escaped from a similar situation and with food and kindness did his&lt;br /&gt;
best to make friends with the bears. He also offered to help them&lt;br /&gt;
get revenge against these bad humans.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Rain of Bullets=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.atlas-games.com/fengshui/index.php Feng Shui]&lt;br /&gt;
; Pitch&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;[Close-up shot of a small puddle on pavement at night, rain drops&lt;br /&gt;
falling in, creating widening circles of ripples. Reflections of&lt;br /&gt;
passing car lights shimmer in. Soft, ominous cello music.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;In a city that believes itself safe...&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Panning out a bit from the puddle. One darker blood drop falls in,&lt;br /&gt;
soon followed by more, breaking the rhythm of the rain drops and&lt;br /&gt;
staining the puddle.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... A brutal killer stalks...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of a couple of police cars parked haphazardly near a dock crane&lt;br /&gt;
along a pier. Gray morning light, dark roiling cloud masses, wet&lt;br /&gt;
shimmer of recent rain on everything. Music switched to more&lt;br /&gt;
electronic, rhythmic theme.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #1, calling out: &amp;quot;Ah shit! I got a hand here! &amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #2, muttering in his to-go coffee cup: &amp;quot;Fuck, I don&#039;t get paid near&lt;br /&gt;
enough for this...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Cop #3, to Detective Romero: &amp;quot;That&#039;s most of the body, then. I think&lt;br /&gt;
we&#039;re still missing a hand and one leg below the knee. Homeless guy,&lt;br /&gt;
looks like.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Romero, eyes narrowed: &amp;quot;Uh-huh...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... In his wake he brings war...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of two very expensively dressed businessmen, smoking in the&lt;br /&gt;
entrance of an Art Deco building. Sergei is older, with a greying&lt;br /&gt;
mustache, and smoking a cigar; Dmitri is younger, dark hair slicked&lt;br /&gt;
back, and smokes a cigarette; both wear shiny Rolex watches and gold&lt;br /&gt;
cufflinks.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei, with strong Russian accent: &amp;quot;Are you sure about this?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Dmitri, quietly, with much lighter accent: &amp;quot;Yes, sir.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei throws cigar stub to the wet ground and stomps angrily on it.&lt;br /&gt;
&amp;quot;Is that &#039;&#039;piska&#039;&#039; coming to kill me? &#039;&#039;Ni khuja&#039;&#039;!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Cop against criminal...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Romero aiming at a fleeing suspect. Music picks up a&lt;br /&gt;
suspenseful beat.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Romero: &amp;quot;Freeze, asshole!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Annoucer: &amp;quot;... Have against have-nots...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Jaydee, a large black man, swinging a pipe length against&lt;br /&gt;
another expensively dressed man whose shot with a Makharov PMM pistol&lt;br /&gt;
goes wide.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Jaydee: &amp;quot;You motherfucker, you gonna pay for what you did to Buzz!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Yakuza against Mafiya...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Takamura Kane doing an impossibly nimble sidestep as two men&lt;br /&gt;
dressed in black suits reach for him, then dealing one of them a&lt;br /&gt;
lightning-quick chop to the neck.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Takamura: &amp;quot;Can&#039;t we be reasonable about this?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... Old against young...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of 12-year old Terry Yin deftly avoiding a backslap from aging&lt;br /&gt;
grandfather.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Terry: &amp;quot;But grampa! You can&#039;t just let them take your shop!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...Brother against sister...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Tatjana and Sergei facing off, leveling pistols at one&lt;br /&gt;
another. Music comes to a crashing halt.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Sergei: &amp;quot;You&#039;re either with me or dead, &#039;&#039;shalava&#039;&#039;!!&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... and master against puppet.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot from a high-rise window looking down upon the city at twilight;&lt;br /&gt;
the skyline is recognizable as Seattle&#039;s. A large red fire is glowing&lt;br /&gt;
near the waterfront, and the lights from emergency vehicles are flashing&lt;br /&gt;
artound its perimeter.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Low voice from off-camera, not clearly recognizable as male or female:&lt;br /&gt;
&amp;quot;And you say you have this under control.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Female voice from off-camera: &amp;quot;Yes. All the loose ends will be tied.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Return to the puddle shot. As the camera pans out, the circular&lt;br /&gt;
ripples are expanding.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;... As wheels move within wheels, conspiracies within&lt;br /&gt;
conspiracies...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Quick shot of Takamura wheeling around to see half a dozen thugs behind&lt;br /&gt;
him.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...This Christmas...&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of Terry pursued by a thug snatching the bell from a Salvation&lt;br /&gt;
Army volunteer, and whipping it around to hit the thug.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;...Seattle is definitely sleepless.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Shot of the Pike Place Market, with Jaydee sending a shop counter and&lt;br /&gt;
its content of vegetables flying.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Pounding, X-treme music]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Quick action shot of Terry throwing a large soda in a thug&#039;s face]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Romero running, jumping on a car, running over its&lt;br /&gt;
hood and continuing his pursuit]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Tatjana doing a mad side-jump to avoid a hail of&lt;br /&gt;
bullets and sliding across a wet floor as she pumps two H&amp;amp;K MP5 K&#039;s&lt;br /&gt;
worth of retaliation]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Grampa doing a Flying Windmill Kick and sending a&lt;br /&gt;
thug reeling against a brick wall]&amp;lt;br&amp;gt;&lt;br /&gt;
[Quick action shot of Takamura back-handing an athletic-looking woman&lt;br /&gt;
with a blow that looks like it should break her neck.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Music and action stop.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Low shot of a man in his thirties with close-cropped beard, looking&lt;br /&gt;
down into the camera with a tight grin; behind him, dark gray sky and rain.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Man: &amp;quot;Are you ready to help us?&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;[Screen blackout.]&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;&amp;quot;FENG SHUI: RAIN OF BULLETS&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
COMING CHRISTMAS 2004&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Announcer: &amp;quot;This film has not yet been rated.&amp;quot;&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Jaydee, Big Bruiser (Edmund Metheny)&lt;br /&gt;
: Terry Yin, Scrappy Kid&lt;br /&gt;
: Detective Danny Romero, Maverick Cop&lt;br /&gt;
: Takamura Kane, Transformed Fox (Jason Kalivas)&lt;br /&gt;
: Tatjana Krucenko, Ex-Special Forces&lt;br /&gt;
: Yin Dao-zi, Old Master&lt;br /&gt;
; Date&lt;br /&gt;
: December 13, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Murder on the Orient Express, Part II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.talsorian.com/CastleFalkenstein.php Castle Falkenstein]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The adventure continues from last time. Our heros have survived the train engine&#039;s explosion and now are trapped in the middle of nowhere near the border to Russia. How will they get out of this predicament?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Lady Cecelia Wentworth, Adventuress (Sophie)&lt;br /&gt;
: &amp;quot;Sir&amp;quot; Richard Upton, Gentleman Thief (Edmund Metheny)&lt;br /&gt;
: Sir Basil Rathingspoke, Big Game Hunter&lt;br /&gt;
; Date&lt;br /&gt;
: December 6, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: [[SGA_2004_Archive#Murder_on_the_Orient_Express|On-going series]]&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Scarlet Wake=&lt;br /&gt;
; Game System&lt;br /&gt;
: Scarlet Wake&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: n/a&lt;br /&gt;
; Players&lt;br /&gt;
: 7&lt;br /&gt;
; Characters&lt;br /&gt;
: (See recap.)&lt;br /&gt;
; Date&lt;br /&gt;
: November 8 &amp;amp; 15, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We had a lot of fun last night. Lukas called this game the RPG version of &amp;quot;Kill Bill&amp;quot; and that was fairly accurate. There&#039;s not gm just protagonists and antagonists. All the players take turns with scences where you are the protagonist. Most of us got through two scenes last night since there was a large group there.&lt;br /&gt;
&lt;br /&gt;
: My chracter was White Lilly, a Kung Fu Student from Hong Kong, who&#039;s school had been destroyed. I faced off with Iron Dog, a traitor who burned down the school, for both of my scences. He beat me up both times. The first scene was really embarassing because it was the white belts and yellow belts that beat me up.&lt;br /&gt;
&lt;br /&gt;
: Another character was a Dectective who went up against a Freudian Psycoanalsyst who had killed his client before she could pay him.  He also lost both times and ended up being analysed in the first scene and then hypnotised in front of a whole audotoriam full of high school students the second time. It was brutal.&lt;br /&gt;
&lt;br /&gt;
: Resolute Monkey managed to take down his boss in the second scene.  He was a humanoid monkey sent by the Monkey God to punish those who do harm to monkeys. He faced of against Bob the honest researcher.  In the first scene after locking a graduate student in one of the monkey cages Resolute Monkey was locked in a cage himself and probed. In the second scene he managed to defeat the janitor, the undergrads, and finally Bob himself.&lt;br /&gt;
&lt;br /&gt;
: Other characters included an Amerind man nickenamed &amp;quot;Mr. Grumpypants&amp;quot; by his nemisis little Timmy, A biker who destoryed a Chinese restaraunt looking for the man who scratched his motorcycle, a surfer named Golden Boy who took down Nick a guy who worked for the corporation that wanted to take over the beach, and a gangster who took on the local Madame, big Mama.&lt;br /&gt;
&lt;br /&gt;
: I definetly want to play again and see if I can finally defeat Iron Dog!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ed Freeman:&#039;&#039;&#039; We found a pretty good system break. If you take all the Kick and use it for pumping up the boss, the 1st boss becomes pretty much unbeatable.  &lt;br /&gt;
&lt;br /&gt;
: I reported this, and it looks like the fix is that boss power-ups only last for that encounter.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;zuvembi:&#039;&#039;&#039; Thank goodness. I don&#039;t think I could take the psychic damage of being brutally psychonanalyzed again by Doctor Phillip von Stutz the color-blind psychiatrist. Much more of that and I&#039;ll be in therapy for years. Much less if he gives me another bill like the last one...&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Deliria =&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.laughingpan.com/deliria.html Deliria]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Ed Freeman&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: (See recap.)&lt;br /&gt;
; Date&lt;br /&gt;
: October 28, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I was a graphic designer working for a local computer game company and Linda was my faithful terrier with farie blood, Fergus. This fellow named Moredecai hired the company to make a game about going to the Farie Lands and killing King Oberon and as it turns out it would have really annoyed Oberon. Soon strange people were showing up asking me why I wanted to kill the Faerie King. This woman put a mark on me in the Starbucks and after that technology broke down whenever I got near it. To make a long story short we got a ride to the Faerie lands and talked the King into taking the curse off so that I could go back and make Mordecai and additional character in the game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; If Ed runs this game again, I&#039;d really reccomend it :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had originally prepped a happy disney-oid story about the family pets rescuing a daughter back from the Fey Lands, but I had spent all day in meetings contemplating if it would be worth losing by job to slap the person talking too much. I came out in no mood to run happy-disney, so I pretty much improved the adventure on the spot. I had a bunch of &amp;quot;Once apon a Time ...&amp;quot; cards and wheneve I needed inspiration I pulled one out.&lt;br /&gt;
&lt;br /&gt;
: I may have to actually flesh it out a bit more and make it a real adventure :-)&lt;br /&gt;
&lt;br /&gt;
=G.A.M.E.: Star Wars=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://home.blarg.net/~efreeman/Games/GAME_02.pdf G.A.M.E.]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Ed Freeman&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the Wookie&lt;br /&gt;
; Date&lt;br /&gt;
: September 27, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Calit the Pilot, Cardo the pilot, Legod the Sys Admin, and Firchung the obligatory Wookie were taking lunch at Poiled Bob&#039;s Sporg House when ...&lt;br /&gt;
: ... TIE fighters overhead, troopships landing, suspiciously close to TPT the shipping / smuggling outfit they work at. Storm troopers burst into the shop shouting &amp;quot;There they are!&amp;quot; and blasting away.  Cue Star Wars music.&lt;br /&gt;
&lt;br /&gt;
: The heroes dispatched the STs with dispatch, but not before Calit took a blaster in the shorts. I knew the players were really getting the system when David (?) said &amp;quot;I use my acting ability to collapse under the table, and then snap off a shot so I can chain Acting with Blaster.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: After the first three troopers, they ran out the back where they got ambushed by three more troopers and an AT-XT (1-man walker), and more troopers as they&#039;re trying to get into spare suits as a disguise.&lt;br /&gt;
&lt;br /&gt;
: They found out they&#039;re wanted for being in the Rebellion. This is the first they&#039;ve heard of any rebellion.&lt;br /&gt;
&lt;br /&gt;
: They hide out at a friend&#039;s shop where they talk to the Head (6&#039; tall ape head on two massive arms) where they find out they have to have to get themselves off-planet of they will be turned over to the Empire.&lt;br /&gt;
&lt;br /&gt;
: They make a diversion that involves lots of explosions so they can sneak back into their old workshop and steal their old ship &#039;&#039;The Lady MacBeth&#039;&#039;. After a shoot-out with a Hunter Droid and beating up another trooper on the ship, they take off. As luck has it, the Star Destroyer Batarak is on the other side of the planet, leaving only a picket of 6 TIE fighters between them and freedom ...&lt;br /&gt;
&lt;br /&gt;
:...at which point the GM decides to roll boxcars. The TIE fighters attack in formation; the first two punch holes in the shields, the next two take out the shield generators themselves, the last two strafe the engines. After this the TIE fighters dance around, taking chunks out of &#039;&#039;The Lady MacBeth&#039;&#039; until it&#039;s dead in space.&lt;br /&gt;
&lt;br /&gt;
: The crew surrenders, is about to get tossed in a garbage disposal, overpowers their guards, and patches into the Star Destroyer computer system... &lt;br /&gt;
&lt;br /&gt;
: ... when the Sysadmin gets the roll of the night. They hack root on the Star Destroyer. They shut down life support in the ship, get everybody off the ship, and get their friends up on it.&lt;br /&gt;
&lt;br /&gt;
: They start the night as out-of-work smugglers. They end the night as out-of-work smugglers with a Star Destroyer.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I enjoyed the game quite a bit, and I think you&#039;ve developed a very good system. While I feel it&#039;s best suited to grittier games where the players have a semi-even chance of failing in achieving their goals, rather than a highly cinematic sort of game, it works really well. It think it would be perfect for an espionage sort of game, for some reason. I like the idea of being able to chain together skills to help yourself and others accomplish things, though it seems like it would require the GM to be very mindful to keep it from being abused.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; The skill chains is the coolest aspect of the system. The system takes an active hand in encouraging role playing, which is a good thing. The mechanics are also solid - diminishing returns keep people from getting ridiculous.&lt;br /&gt;
&lt;br /&gt;
: The system works well overall; the system was able to handle what we tried to do with it. That said, it&#039;s a little too crunchy for me.  On-the-spot math combined with the success level table all but did me in. That&#039;s probably just a matter of personal taste, though.&lt;br /&gt;
&lt;br /&gt;
: I do also agree with Lukas when he says that Star Wars is probably not the ideal setting for this game. Something a little grittier, something slower moving and less actiony would probably work.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: We tested my pet system Monday night.  ([http://home.blarg.net/~efreeman/Games/GAME_02.pdf])&lt;br /&gt;
&lt;br /&gt;
: Three players, including a newcomer Jason, as well as myself.  We were playing in a Star Wars universe, set a few years before &#039;A New Hope&#039;. In other words, the galaxy is a real mess and nobody&#039;s in charge really. I think the players were David and Michael -- let me know if I got the names wrong, I&#039;m really pathetic with them.&lt;br /&gt;
&lt;br /&gt;
: The players got the system right away which made me happy. I was worried that it was too crunchy, but the crunch bits went fine. There is some computations involved, but they are all or the same type of thing so it goes fast.&lt;br /&gt;
&lt;br /&gt;
: The system is easy to learn and manage. The resolution system is a little wild. I want some wildness in the system but I think there is a little too much. Maybe?  It might be a feature, not a bug. The players can never be certain of a plan, but they can always have a shot even in bad odds.&lt;br /&gt;
&lt;br /&gt;
=Harlequinade: Something Wicked This Way Comes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.pigames.net/store/default.php?cPath=21 Active Exploits-Diceless Role-playing]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Perfect is a place where everything seems to be good and no one has any troubles, but this place is very far from perfect, very far indeed. The residence of Perfect are gather to the Harvest Festival and young people especially enjoy the cornfield maze. Yet no one seem to speak a word of those that enter the maze and never seen again. Maybe its because in the town of Perfect such things could never happen.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Abraham Torres&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Agnes (AJ) Jones Female 16yrs Stuck-up Tomboy&lt;br /&gt;
: Kyle Verre Male 13yrs Home Schooler&lt;br /&gt;
: Morris Colbert Male 29yrs Disgruntled Janitor&lt;br /&gt;
: Shaggy Male 16yrs Metal Head&lt;br /&gt;
; Date&lt;br /&gt;
: September 20, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Marvel Super Heroes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.marvelrpg.net/ Marvel Super Heroes]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It should be silly and fun.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 30, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Buffy=&lt;br /&gt;
; Game System&lt;br /&gt;
: Buffy&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 23, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Our intrepid group, consisting of a half-demon, untrained slayer, the last guardian of an ancient evil&#039;s grave, a retired demon hunter, and a sorcerous oracle succeeded in thwarting a mixed group of Moltek demons and vampires from re-awakening on of the Mad Gods from his ancient slumber. &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Call of Cthulhu=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: Arkham, MA, 2004 - The recent disappearance of the young couple, Ken and Mary Derby has been the subject of investigation for the Arkham police since they vanished mysteriously from their home in early October. The police had suspected Ken&#039;s elderly father, Matthew Derby, who had been living with the two for some years. Now, nearly a month after the disappearances, Matthew Derby has taken his own life by a gunshot to the head. Police officials are looking to interpret this as Matthew&#039;s confession of guilt, but what was he guilty of? No bodies have been found and no motive has been established... Was Matthew the culprit?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Michael Goff&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Edward Steel- A detective for Arkham Police who has been with the case since the start. A Vietnam vet with a keen eye and fine shot.&lt;br /&gt;
: Heather Warren- The officer who took the call when the couple disappeared. An experienced officer who has dealt with more than her share of strange cases in Arkham.&lt;br /&gt;
: Dave Jeager- A new addition to the Arkham P.D. and Heather&#039;s partner. A college athlete and a boxer of some local fame.&lt;br /&gt;
: Melissa Pickman- A police pyschologist who had done Matthew Derby&#039;s psychological assessments. Her analysis lead her to believe that Derby was not guilty, although he knew something he wouldn&#039;t tell her.&lt;br /&gt;
: Prof. Asa Weatherby- A young professor of American History at the famed Miskatonic University and friend of Ken and Mary&#039;s. A very intellgent man left lame in one leg by a sports injury from college.&lt;br /&gt;
: Amanda Kesher- A journalist for the Arkham Herald who has been following the investigation rather closely. She&#039;s well connected in Arkham and can often get in where other reporters can&#039;t.&lt;br /&gt;
: Erich Von Straus- A wealthy dilletante, part of Arkham&#039;s &amp;quot;old money&amp;quot;. Erich spends his time studying the occult and the bizzare.  He&#039;s inheritted the Derby house from an old agreement his father had with Matthew Derby.&lt;br /&gt;
; Date&lt;br /&gt;
: August 16, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Little Fears=&lt;br /&gt;
; Game System&lt;br /&gt;
: Little Fears&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 9, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Elric=&lt;br /&gt;
; Game System&lt;br /&gt;
: Stormbringer&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David Drake&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 2, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Under The Waves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.white-wolf.com/trinity.html Aeon Trinity]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Come join the fun aboard the HMS &amp;quot;Benthic World&amp;quot;, the most luxurious cruise submersible in existance! Sit back and relax during the trip from Lisbon to Pearl City, and enjoy all the services that Millenium Lines is so justly famous for.&lt;br /&gt;
:&lt;br /&gt;
* Fantastic meals at any of our three five star restaraunts&lt;br /&gt;
* Full schedule of shipboard activities , including our spa, swimming pool, tennis courts, casinos.&lt;br /&gt;
* Three complete fitness centers&lt;br /&gt;
* 24-hour room service, pizzeria, sushi bar, and ice cream&lt;br /&gt;
* Millenium Lines children&#039;s program&lt;br /&gt;
* Enjoy the suboceanic scenery in our holo-observation deck.&lt;br /&gt;
:&lt;br /&gt;
: Remember, with Millenium Lines getting there is MORE than half the fun.&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Sylvester Schwartzenwald – an aspiring movie star&lt;br /&gt;
: Natasa Zopblanja – A research scientist&lt;br /&gt;
: Charlene Smith – a computer programmer&lt;br /&gt;
: Etien Robiteille – House Detective&lt;br /&gt;
; Date&lt;br /&gt;
: July 12, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Chimeras=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.white-wolf.com/games/pages/Changelinghome.html Changeling]&lt;br /&gt;
; Pitch&lt;br /&gt;
: When Chimera Software holds a catered party after hours at the Woodland Park Zoo for its annual employee get-together, a handful of Childlings discovers that some guests have an agenda. Will everyone leave the party alive and... unchanged?&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 21, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Murder on the Orient Express=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.talsorian.com/CastleFalkenstein.php Castle Falkenstein]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Lady Cecilia Wentworth, Adventuress (Sophie) &lt;br /&gt;
: Richard Upton, Gentleman Thief (Edmund Metheny) &lt;br /&gt;
: Sir Basil Rathingspoke, Big Game Hunter (Michael Goff) &lt;br /&gt;
: Matthew Morgan, Journalist (Kenny Galloway)&lt;br /&gt;
: Lord Cyrus Crane, Secret Agent&lt;br /&gt;
: Yves Poirot, Belgian Consulting Detective&lt;br /&gt;
: Skivir, Dwarf Craftsman&lt;br /&gt;
: Gunter Engelmann, Anarchist&lt;br /&gt;
: Doctor Kinkaid&lt;br /&gt;
; Date&lt;br /&gt;
: June 7, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;p&amp;gt;Our heroes and heroines all boarded the Maiden voyage of The Orient Express because they had heard rumors that Clyde Whitfield would be aboard. They each had a reason to hate him and possibly wish him dead.  Someone managed to slip arsenic in his food.  The passengers realized that if they didn&#039;t find out who the murderer was by the time they reached the Prussian boarder, they were likely to all be held for quite some time.&amp;lt;/p&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;p&amp;gt;Unfortunately they never did discover who did the deed, but after Gunter blew up the train&#039;s engine before they reached the border at least they didn&#039;t have to worry about being arrested by the Prussian authorities.  They just had to worry about surviving in the middle of nowhere.&amp;lt;/p&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Call of Cthulhu=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kayobi&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 31, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Star Wars=&lt;br /&gt;
; Game System&lt;br /&gt;
: Star Wars Role Playing&lt;br /&gt;
; Pitch&lt;br /&gt;
: Come one... Come all... Good old fashion Star Wars Role Playing happening at Game Wizard... yes... you heard me right... Mike is finally running a game, a rare event if I must say... it is going to be a rock rolling fun time... Game time starts at 6:30 pm... come with your jedi mind tricks in tow... and I look forward to seeing ya there...&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Michael Goff&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 17, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=A visit to McFarland Castle=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: 2&lt;br /&gt;
; Characters&lt;br /&gt;
: Father Drake (Michael Goff)&lt;br /&gt;
: Norman Peabody, mystery writer (Lukas Myhan)&lt;br /&gt;
; Date&lt;br /&gt;
: April 12, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Father Drake and Norman Peabody were both invited to England by Lady McFarland. She wanted them to look into the spirits that were haunting her family castle. Our intrepid investagator&#039;s found that there were two and after a couple of rather harrowing nights found a way to put them to rest.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
= Rune Soldier: Child&#039;s Play=&lt;br /&gt;
; Game System&lt;br /&gt;
: Big Eyes, Small Mouth&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running a game using the Big Eyes, Small Mouth system set in Seattle. It&#039;s a mood piece full of strange villains and stranger heroes built on the kind of twisted perception of reality you&#039;d find in Moorcock&#039;s multiverse work. So, if you&#039;re into playing that sort of odd stuff, it should be tight.&lt;br /&gt;
; Game Master&lt;br /&gt;
: David R. Drake&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Gat-bear (Lukas)&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 15, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea One-Shot=&lt;br /&gt;
; Game System&lt;br /&gt;
: 7th Sea&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 16, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Marvel Super Heroes=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.marvelrpg.net/ Marvel Super Heroes]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura Mortensen&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 2, 2004&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56302</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56302"/>
		<updated>2007-07-27T22:01:33Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Mystery Men */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Necessary%20Evil.htm Savage Worlds: Necessary Evil]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56301</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56301"/>
		<updated>2007-07-27T22:01:05Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Mystery Men */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: Savage Worlds: Necessary Evil&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;&#039;August 13:&#039;&#039;&#039; Since Tuesday  the 14th is my birthday on the 13th it will be someone&#039;s birthday in Harbor City. Whose Birthday it is, will be up to the players.  It could be a party that the Raven agreed to throw for his niece, the Kestrel, a wild party for The Weltanschuang, or even a suprise party for the Butler!&lt;br /&gt;
&lt;br /&gt;
: I will be giving out bennies to players who make their own life or someone else&#039;s miserable, and you will be able to spend a bennie to take narrative control when you make a good roll.&lt;br /&gt;
&lt;br /&gt;
: I have plenty of pre-made characters and I will take as many players as show up. &lt;br /&gt;
&lt;br /&gt;
: You are also welcome to make up your own Savage Worlds low-level hero character before hand or the night of the game.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7 and August 13, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56300</id>
		<title>SGA 2007 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2007_Archive&amp;diff=56300"/>
		<updated>2007-07-27T21:58:43Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place or are planned in 2007:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
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; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
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; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
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; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Calico Jack and the crew of the &#039;&#039;Rapacious&#039;&#039;=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Join Captain Calico Jack, the infamous pirate of the early 18th century on a mission of danger, murder, excitement, and BOOTY! &lt;br /&gt;
&lt;br /&gt;
: Play Calico Jack, his girlfriend and fierce pirate Anne Bonny, their companion Mary Read, or any other able-bodied free-booting member of Jack&#039;s crew on his dread pirate ship &#039;&#039;Rapacious&#039;&#039;.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: TBD&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;Game World:&#039;&#039;&#039;&lt;br /&gt;
: Savage Worlds with appropriate skills and weapons for early 1700s pirates.  Characters pregenned.&lt;br /&gt;
&lt;br /&gt;
: This would be a highly fictionalized (and therefore fun) version of John Rackham aka Calico Jack and his crew.  So fictionalized, in fact, that only some of the crew names and Calico Jack&#039;s crossed swords Jolly Roger flag are retained.  The rest will be wonderful Hollywood movie pirate bunk, in the vein of Pirates of the Caribbean with a little Errol Flynn tossed in for good measure.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Magic:&#039;&#039;&#039;&lt;br /&gt;
: The characters will certainly be larger than life, but not magical.   However, who knows what you&#039;ll find?  Maybe a voodoo princess, cursed Mayan gold, mermaids... or something completely different.  &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Space Race 1907=&lt;br /&gt;
; Game System&lt;br /&gt;
: Either [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] or [http://bbs.dragonslanding.com/viewforum.php?f=16 The Project Chupa CORE System]&lt;br /&gt;
; Pitch&lt;br /&gt;
: The major powers of the world are engaged in a race to claim the Moon and its rich mineral resources.  Recent experiments by high altitude balloon, long range giant artillery shells, dirigibles, magnetic rays, and other means have shown that spaceflight can be viable and practical.  Observations of the moon by high altitude and ground based telescopes show the possibility of vast mineral wealth waiting to be exploited by industrious nations.  The first to arrive on the scene will reap huge rewards.&lt;br /&gt;
&lt;br /&gt;
: President Roosevelt has announced his Lunar Initiative, granting vast mining rights to whomever conquers the moon first.  In response, Nikola Tesla, backed financially by Westinghouse, the Astors, and the Rockefellers has created The American Lunar Expedition Company, and aims to send the very first humans to the Moon from his laboratory and launch facility near Colorado Springs.&lt;br /&gt;
&lt;br /&gt;
: The competition is hot on his heels, however.  Tsar Nicholas II of the Russian Empire, eager to stir up Russian patriotic nationalism to distract his citizens from their recent troubles, has put into play his country&#039;s considerable wealth and is offering vast riches for success.  So, too has Franz-Joseph I of Austria-Hungary, President Armand Fallières of France, Kaiser Wilhelm II of Germany, and King Edward VII of Great Britain.&lt;br /&gt;
&lt;br /&gt;
: Can you, as one of the first selected &amp;quot;astro-nauts&amp;quot; survive international intrigue, untested experimental launch vehicles, and the dangers of space to make it to the moon and claim glory for self, company and country?  And make it all the way back home to tell the tale? &lt;br /&gt;
&lt;br /&gt;
: If you succeed, you&#039;ll be wealthy, famous, and receive a medal from Teddy Roosevelt himself!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&amp;quot;If there is wealth to and resources to be had up there in outer-space, then by Jingo, it will be brought back to Terra Firma by American hands.  I have every confidence that our American astro-nauts piloting Mister Tesla&#039;s space machine will make it to the Moon first.   We will be first because we must be first.  Our pride, our national character, and our future prosperity is at stake.  This Lunar Initiative, recently passed by Congress and signed into law by me, will assure our place in the constellation of civilized nations as a bright star of industrial vigor and democratic virtue.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: -President Theodore Roosevelt, June, 1905 (Reprinted with permission from The New York Morning Journal, A William Randolph Hearst Company)&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Genre:  Steampunk, Post-Victorian, Industrial era.  (Kerosenepunk?)  I&#039;m interested in any comments anyone would have about this, particularly the viability of the CORE system.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Vs. Outlaws=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indiepressrevolution.com/xcart/product.php?productid=16239 Vs. Outlaws]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This is an itty-bitty little game that is easy to learn at the table. I&#039;ve been going through bunches of covers from western adventure magazines and I picked half a dozen I found inspiring, either because of the adventure title or because of the art. Help me pick one that will be the cover of our story!&lt;br /&gt;
&lt;br /&gt;
: The link to the covers is [http://www.flickr.com/photos/7941105@N05/tags/western/ here]; the titles are:&lt;br /&gt;
&lt;br /&gt;
** &#039;&#039;Trigger Trouble&#039;&#039;&lt;br /&gt;
** &#039;&#039;Gold Loot&#039;&#039;&lt;br /&gt;
** &#039;&#039;Five Against the Law&#039;&#039;&lt;br /&gt;
** &#039;&#039;Too Late for a Peaceful Grave&#039;&#039;&lt;br /&gt;
** &#039;&#039;Pacify Eagle Mesa!&#039;&#039;&lt;br /&gt;
** &#039;&#039;Royal Gun Flush&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Some time in August&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Channel Tunnel Hurrah!=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.forgottenfutures.com/game/index.htm Forgotten Futures]&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s 1897. Victoria is on the throne, and it is an unparalleled era  for science and technology. Projects that were once dreams are coming  to fruition; chief amongst them is the Channel Tunnel, begun in 1875,  endlessly delayed by politics and inept management, but finally  opened today. The Queen herself has made a rare public appearance to  cut a ribbon at the English end and travelled to France aboard the  Royal Train. Tomorrow she will cut the ribbon to the British side of  the tunnel and dine in Calais with French nobility. Then she will  travel by train back to Dover and then to Windsor. All is bright and  happy, and hopefully this event will improve relations between France  and England...&lt;br /&gt;
&lt;br /&gt;
: The tunnel is the latest marvel of an ingenious age; a railway link  between Dover and Calais. On each shore there are stations and  railway bridges out to artificial islands, where trains enter the  tunnel itself; the bridges are mined and overlooked by the guns of  heavily-armed forts, to guard against invasion through the tunnel.  Ventilation shafts at intervals lead up to small concrete and brick  &amp;quot;islands&amp;quot; supporting tall chimney stacks and warning lights. In mid-Channel, on the Varne bank, a larger artificial island is used for  coaling and watering trains, and to give passengers a welcome break  from the dust and smoke of the tunnel. Eventually a hotel and docks  will be built there.&lt;br /&gt;
&lt;br /&gt;
: The tunnel itself is dug through the bed of the Channel. Each of the  railway lines is carried in a steel pipe, waterproofed with layers of  bitumen and pitch, lined with concrete and brick, and reinforced with  steel hoops. At intervals the pipes are linked by cross-tunnels, just  large enough for a man, which can be used to evacuate a train in an  emergency.&lt;br /&gt;
&lt;br /&gt;
: So what could mar this grand event? What could possibly go wrong?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 30, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=PSI Seattle: Paranormal Scene Investigation=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/inspectres/ InSpectres]&lt;br /&gt;
; Pitch&lt;br /&gt;
: With the end of the regular season on such major shows as &amp;quot;Exodus II&amp;quot; and &amp;quot;Roanoke&amp;quot;, the SGA broadcasting network is planning its summer season. Network executives have flirted with the idea of mini-series centered around a paranormal investigation firm, perhaps in the light-hearted style of &amp;quot;Ghostbusters&amp;quot; or &amp;quot;Men in Black&amp;quot;, although some have suggested going for a darker mood, in the vein of &amp;quot;X-Files&amp;quot; or &amp;quot;Millennium&amp;quot;, or the glitz and versatility of &amp;quot;Buffy&amp;quot;, &amp;quot;Angel&amp;quot;, or a paranormal &amp;quot;Remington Steele&amp;quot;. SGA-TV Week will keep you posted as the summer season gets in full swing!&lt;br /&gt;
&lt;br /&gt;
: [Cue electronic music, soft and ominous.]&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Wide shot of the starry night sky over a mountain range, a small greenish LIGHT flickering in the foothills.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They come when you call.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Broad daylight, medium shot of a group of people in official-looking uniforms and ballistic vests, spread out near a black van and watching a HOUSE from the street, exchanging comments.  A dark blue 1999 Ford Crown Victoria comes to a stop near the van and PHIL MAXELL climbs out of the driver&#039;s seat.&lt;br /&gt;
&lt;br /&gt;
: [The music&#039;s tempo picks up.]&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aaaww, no, not this place again!  You KNOW it&#039;s gonna...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On cue, the roof of the house explodes like the lid on a faulty pressure cooker.  The AGENTS go sprawling from the shock wave.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They face danger every minute.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Close-up view of a woman&#039;s face, with glasses and sensible haircut, frowning in concentration.  The camera pans out to show her sitting at a COMPUTER in a small, cluttered office, with stacks of books and files piled high.&lt;br /&gt;
&lt;br /&gt;
: DR. GARZELLI: &amp;quot;I swear I&#039;m gonna get you, you prick!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;They dig in matters humanity was not meant to interfere with.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Front shot of a beefy man in the same uniform as the earlier team, pulling back his cap and scratching his head.  He&#039;s looking down at a wooden STAKE he&#039;s holding in his other hand.&lt;br /&gt;
&lt;br /&gt;
: JAKE STERLING: &amp;quot;So you&#039;re sure the blood was green?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music becomes pounding electro pop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Wide shot of a one-way street with CARS parked all along both sides.  The cars start being flung to either side as if a tornado was running down the middle of the street.  The overhead WIRES start crackling with blue bolts of electricity.&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;InSpectres.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: [The music comes to a sudden stop.]&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Medium shot of a darkened cavern, lit by MAXELL&#039;s flashlight.  The beam reveals primitive paintings in Native style on the walls.  A noise of rockfall off-camera startles MAXELL.  He turns around rapidly.  The flashlight beam dwindles as if the batteries are dying.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Aw, crap, no!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He shakes the flashlight.  The beam shrinks to a small yellow point, then disappears.  FADE TO BLACK.&lt;br /&gt;
&lt;br /&gt;
: MAXELL: &amp;quot;Hello?...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: ANNOUNCER: &amp;quot;Coming this summer to SGA-TV.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie&lt;br /&gt;
; Players&lt;br /&gt;
: Edmund, Laura, John Reiher, Cain, Mark, Peter&lt;br /&gt;
; Characters&lt;br /&gt;
: Phil Maxell, G-Man (Edmund); Viola &amp;quot;VIP&amp;quot; Pettigrew, Conspiracy Theorist (Laura); Jackson &amp;quot;Jackpot&amp;quot; Potter, Legal Eagle (John Reiher); Richard &amp;quot;Ringo&amp;quot; Langley, Computer geek (Cain); Stan Chick, Cult Deprogrammer (Peter); Ernie Snodgrass, EMT (Mark)&lt;br /&gt;
; Date&lt;br /&gt;
: July 16, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: InSpectres is a short, easy little game of paranormal investigation. In it, players create the investigation and clues instead of following the GM&#039;s trail of breadcrumbs. Players start the game by creating their franchise, which can range from a small outfit struggling to get started to a bureaucratic government agency to a Goonies-style group of nosy kids. To play, all you need is half-a-dozen six-sided dice and a group of creative gamers.&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke: Grindhouse Edition=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.memento-mori.com/octane/ octaNe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;Having just seen Grindhouse this weekend, I got to thinking - what if Roanoke was done as a B-grade slasher flick? The result -&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: FADE IN: Medium boom shot of Roanoke colony on the shores of Roanoke island&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;They were stranded on hostile shores, a thousand miles from home. Everyone expected them to die.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: Rev. Ezekiel leading prayers in church.&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL (solemnly) : &amp;quot;And they shall know that I am the Lord, and I have not said in vain that I would do this evil unto them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;But what they DIDN&#039;T KNOW was that THESE Puritans... were PURE SAVAGE FURY!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (As Rev. Ezekiel speaks a zombie rises up behind him).&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;And thus sayeth the Lord - SMITE WITH THINE HAND...&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel spins and delivers a punch to the zombie&#039;s face, knocking out most of its teeth)&lt;br /&gt;
&lt;br /&gt;
: REV. EZEKIEL: &amp;quot;... and STOMP WITH THY FOOT!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: (Ezekiel delivers a spinning back kick to the zombie, knocking its head flying. The zombie collapses and Rev. Exekiel straightens his vestments)&lt;br /&gt;
&lt;br /&gt;
: REV EZEKIEL: &amp;quot;And say - &#039;alas for evil abominations!&#039;&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: (Cue Grindhouse music)&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Deadly blades!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO LADY CHARITY, dressed in slinky faux pirate bustier, holding a cutlass in either hand and killing Spanish pirates by the score&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Fast boats!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH and PAIYN frantically poling their raft while behind them a giant fin gets closer and closer&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Powers from a realm beyond knowledge!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK working on a blade at his forge. He places the red hot metal on his anvil, then pours a strange liquid over the blade, which begins to glow with blue light.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;Non-stop action!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: THOMAS VESSEL, soaked in blood, pouncing on a CROATOAN indian and slitting his throat, laughing maniacally the whole time.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;And SEXY hoes!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH and ALICE LANGSTON, in full Puritan garb, each hoeing a row in a field. Several CHILDREN OF JUMLIN burst out of the brush and charge towards them and they use their hoes as quarterstaves, doing acrobatic flips a la Crouching Tiger, Hidden Dragon to fight them off.&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;It&#039;s a black powder EXPLOSION of terror!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS firing his harqubus, filling the screen with powder smoke.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: BRAITH AND PAIYN running towards the camera with hundreds of SECOTAN indians behind them&lt;br /&gt;
&lt;br /&gt;
: CUT TO: REV. EZEKIEL leading prayers in the main square. Everyone is ragged and covered in dirt, and several bodies can be seen scattered around. The group is lit by flames from the burning stockade.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: LADY CHARITY, dagger between her teeth, swinging from the rigging of a ship to land on the quarterdeck and engage CAPTAIN DIEGO in a sword fight.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: EMME MERRIMOTH in the forest at night. She is backed up against a tree, while from the darkness hundreds of yellow eyes stare at her.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: SIMON BLACK, standing on Braith&#039;s raft,. with a blacksmith&#039;s hammer in each hand, swinging at hundreds of tentacles that are emerging from the water.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: ALICE LANGSTON opening an old chest found buried in the forest. A golden glow emanates from inside. Behind her a shadowy figure rises, holding a sword.&lt;br /&gt;
&lt;br /&gt;
: CUT TO: HAUNCE WALTERS. One arm has been severed above the elbow, and SIMON BLACK has just finished mounting Haunce&#039;s harqubus in its place.&lt;br /&gt;
&lt;br /&gt;
: HAUNCE: &amp;quot;Groovy&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: VOICEOVER: &amp;quot;ROANOKE! ISLAND OF BLOOD! Coming soon to a theater near you! This film is not yet rated.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund&lt;br /&gt;
; Players&lt;br /&gt;
: Meg, Laura, Sophie, Michael, Mark, Johnzo, Cain&lt;br /&gt;
; Characters&lt;br /&gt;
:: Dame Alice, steely-eyed madame (Meg)&lt;br /&gt;
:: Emme Merrimoth, sexy wild child (Laura)&lt;br /&gt;
:: Lady Charity &amp;quot;Pirate Witch Queen&amp;quot; de Warwick, swashbuckling pirate (Sophie)&lt;br /&gt;
:: Simon Black, industrial strength warlock (Michael)&lt;br /&gt;
:: &amp;quot;Hotshot&amp;quot; Haunce Walters, Renaissance huckster (Mark)&lt;br /&gt;
:: Braith Madog, survivalist loner (Johnzo)&lt;br /&gt;
:: Reverend &#039;Zeke, two-fisted padre (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: July 2, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Blood Boat=&lt;br /&gt;
; Game System&lt;br /&gt;
: Spontaneous Zombie Collaborative ([http://www222.pair.com/sjohn/risus.htm Risus]-based home brew)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;The Love Boat&#039;&#039; plus zombies.  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Sophie, Mark, John R.&lt;br /&gt;
; Characters&lt;br /&gt;
:: Captain Basil Silverstone IV (Edmund M.)&lt;br /&gt;
:: Nurse Dorothy Wise (Laura)&lt;br /&gt;
:: Summer Westgate, debutante against her will (Sophie)&lt;br /&gt;
:: Larry the piano man (John R.)&lt;br /&gt;
:: the bartender (Mark)&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 18, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Spontaneous Collaborative Zombie Heavenly Fire Palm Strike!&lt;br /&gt;
...Or: last night&#039;s game rocked on toast.&lt;br /&gt;
&lt;br /&gt;
: We had a, a, I&#039;m trying not to go for the cliché here but it&#039;s Risus after all, an Awesome time last night.  It was a rollicking good game where we made use of such sterling abilities as &amp;quot;Loser&amp;quot;, &amp;quot;Blaxploitation&amp;quot;, &amp;quot;Navy Nurse&amp;quot;, &amp;quot;Cruise Ship Captain&amp;quot; and &amp;quot;Rebellious Daughter&amp;quot;. Better than that, it really was a very collaborative game.  Our GM, Manu, had prepared a very entertaining prologue, but I think most of the story development were thrown in by players (though maybe we were playing right into his hand!)&lt;br /&gt;
&lt;br /&gt;
: I was really happy to have introduced the Montana Minutemen Militia (MMM) as the non-zombie bad guys.  I also had my dice-induced glory moment when my character, goth unwilling debutante Summer Westgate, went zipping across the Engineering station on a rolling office chair, armed with a shuffleboard stick and a stolen pistol -- and rolled five 6s against the zombies. I declared that my character was being written by Joss Whedon for the scene.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Incursion=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/50%20Fathoms.htm Savage Worlds] (with Modifications)&lt;br /&gt;
; Pitch&lt;br /&gt;
: [[image:Incursion.jpg|right|thumb]]&lt;br /&gt;
:One night, while you were out camping by yourself, you saw a strange light through the trees. &amp;quot;No, it can&#039;t be!&amp;quot; you say to yourself, as you see a saucer shaped space craft hovering over a clearing. Grabbing your digital camera you walk up taking pictures, telling yourself that you&#039;ll be famous, be a millionaire, that you&#039;re about to make first contact...&lt;br /&gt;
:That&#039;s when you&#039;re hit with a stun ray and pass out. You hazily remember an alien face looking at you speaking an alien language in a comforting manner, then you went to sleep.&lt;br /&gt;
:Suddenly you&#039;re wide awake, lying naked in a glass tube in a large room with a curving wall. Other people are present, all of whom are in various states of undress. Their skin is a bright fluorescent orange and they are completely hairless as far as you can tell. A quick look confirms that you are the same color and you are also completely hairless, not even eyebrows. A look in some reflective metal shows that you also have a barcode across your forehead.&lt;br /&gt;
:Two small grey colored aliens with black, almond shaped eyes hand you an ill-fitting jumper and a large bug hands you a weapon.&lt;br /&gt;
:It then buzzes in fractured English: &amp;quot;Quickly! You muzzz help uzz take over the Ardanna Nuu! They don&#039;t know that we have wakened you from your zztaziz zleep! Take ziz gun and help uzz be free!&amp;quot;&lt;br /&gt;
;&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Edmund M., Michael Lathrop (both games); Mark, Sophie, Cain (Game 2)&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
:: The Mighty Quinn, a pot growing, pot smoking free thinker, played by Ed Menthey&lt;br /&gt;
:&lt;br /&gt;
:: Claire Flemming, a US Park Ranger, played by Laura Morgensten&lt;br /&gt;
:&lt;br /&gt;
:: Stephen Rand, a college aged engineering student, out hunting when he was abducted, played by Mike Lathrop&lt;br /&gt;
:&lt;br /&gt;
:: The cop, played by Mark&lt;br /&gt;
:&lt;br /&gt;
:: The mad scientist, played by Cain&lt;br /&gt;
:&lt;br /&gt;
:: David Lister, lazy slob and third-grade technician, played by Sophie&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 14 and July 9, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Game Rules and mods are on the [[Incursion]] Wiki page.&lt;br /&gt;
:&lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
::Greetings soft skinned mammalians! I am !gzzbzzzt^zzt!, a merchant, though most people call me &amp;quot;Bug&amp;quot;. Do not be afraid, I am not carnivorous, I prefer my protein denatured. My race, the Greezebe are pacifists, so do not worry that I may attack. We prefer to trade and impoverish our enemies.&lt;br /&gt;
&lt;br /&gt;
::My story is a sad one. I was hired by Captain Jat Cragyl to help him sell primitive technology that he had collected. What I didn&#039;t know was that he was also selling primitives as well!&lt;br /&gt;
&lt;br /&gt;
::Recently your world lost its Anshani Sentinel, opening your world up to full scale plundering. The crew of the Ardanna Nuu have be chief among the plunderers. At first they only stole items of value from your world, but such speciality goods can either fetch one a handsome price or a miserly sum depending on your skills in bargaining. &lt;br /&gt;
::Captain Cragyl was not the best bargainer. So he decided to partake in the more lucrative trade of slavery. For the past forty standard years, he and his crew have been abducting you Dirters and selling you into slavery. &lt;br /&gt;
::I must be honest, such activity is not unique to Cragyl and his crew. I&#039;ve met other Galactics who claim to be descended from Dirters. Some have names like Lucius, others have names like Hanse or Ito. They claim that their ancestors were abducted from ocean going vessels, island colonies, or from other locations on your world. There are many Galactics in known space with Dirter ancestry. &lt;br /&gt;
::But the current story begins when Cragyl began to mistreat the Ardanna Nuu&#039;s Greevals. Every Anshani ship has a crew of these small gray humanoids that help maintain the black boxes that run the ship. There is no need to maintain a white box, these wonders of Anshani technology maintain themselves. &lt;br /&gt;
::I digress. Not only was Cragyl was engaging in slavery, he was mistreating the Greevals! That is just asking for a mutiny! &lt;br /&gt;
::And we did mutiny. The Greevals, myself and the ship&#039;s doctor, Ysdrl Urlla. She was a wonder with the autodoc and could repair any wound, or even regrow an entire body for a severed head! (Dirt was one of the worlds we plundered, other worlds, the locals knew about the Ardanna Nuu and crew would be caught in ambushes by the natives to devastating results for the natives.) &lt;br /&gt;
::Urlla decided that when we visited Dirt again, she would drop the bio- filters. Luckily the pirate crew was entirely made up of Galactics, so any contagion would only spread amongst them. She hid the bio- filter white box in her secret locker down in Engineering. &lt;br /&gt;
::We spent several months abducting Dirters as well as other goods. One of the Dirters showed signs of infection: His nose was red, he had watery eyes, his lungs expelled much mucus when he coughed. I heard him say &amp;quot;Wow, aliens and I&#039;ve got the flew!&amp;quot; Fly he did into the ship, past the non-existent bio-filters and into the ship. He coughed and wheezed his contagion throughout the ship. &lt;br /&gt;
::Within days of of him coming aboard, the weaker crew began to show signs of this disease. Massive quantities of mucus and phlegm formed in their nasal cavities and lungs. They drowned in their own bodily fluids. Other Galactics were more resilient, but in the end, of the forty crew aboard the Ardanna Nuu, only six survived. And they were getting better. Angered, Cragyl strangled Urlla with his own bare hands. He would have killed me as well, but I hid. &lt;br /&gt;
::Together with the Greevals, we hatched a plan: We would revive some of the Dirters, arm them and let them kill off the crew. We were able to bypass the locks on five of the stasis tubes and decanted a ragged bunch of Dirters, their skin bright neon orange with a UV glow, all body hair removed and a Ng^gatz slave barcode on their foreheads. &lt;br /&gt;
::We clothed them in some coveralls I made in the tailor and armed them with weapons we had been able to secrete in our cabins. &lt;br /&gt;
::While they were discussing their fate, two of the crew saw us in the cargo area. One ran back updeck to the rest of the crew and the other tried to confront us. &lt;br /&gt;
::The Dirters proved very capable and incinerated him with a hand flamer. I then told them to go after the rest of the crew. While this happened, I and the Greevals took cover. Let the Dirters do what Dirters do best: Kill. &lt;br /&gt;
::After the all clear was given, I went updeck and found more dead crew and... Sorrow! The captain&#039;s log book incinerated! I had felt a tremor earlier, so I ran to the navigation cube room and... Aiyeeee! All the cubes were scattered about the room! We are lost! &lt;br /&gt;
::And even more trouble plagued us! The five Dirters were not chipped as crew! Our only hope was this world the captain had been heading for to retrieve some missing navigation cubes. From the way he talked, finding them would not be a problem, which made me think that he may have marooned a former crew member on this world. &lt;br /&gt;
::I took the Dirters for a tour of the ship, I showed them the Tailor, the autodoc and then Food Service and dinning rooms. The large male Dirter was constantly invoking his deity and saying that he hated space. I do not know why. &lt;br /&gt;
::The next morning we arrived at our destination, a cold iceball of a world the Dirters promptly named &amp;quot;Hoth&amp;quot;. &lt;br /&gt;
::We landed and, after leaving two Dirters to guard the ship, we made some clothing using thermal cloth, as it was very cold outside. I had made a cold weather survival suit for myself. &lt;br /&gt;
::On the ground we found foot prints of one Galactic and five massive beasts! I fouled my survival suit at that sight! But the Dirters bade me to stay with them while they followed the tracks. &lt;br /&gt;
::We stopped when the ground erupted in gout of snow, ice, and ferrocrete. We had found the marooned crew member, one Dakkel Shurnel, armed with a homemade railgun. His story was that he was a lift ball and FTL drive tech that had a falling out with Cragyl over the slavery issue. He felt that opening up trade with Dirt would be more profitable than abducting the locals. Cragyl was a bigot, &amp;quot;Primitives are only good for one thing: Slaves!&amp;quot; &lt;br /&gt;
::The Dirters were able to convince Shurnel to join them, and he was able to bypass the security lockout on the crew chipping system. After some fiddling, one of the Dirters (they all look alike) figured out how to use the chipping system and soon the Dirters were all crew. They also worked out how to remove the orange coloration from their skin as well as restore their pelts to their heads using the autodoc. &lt;br /&gt;
::Now Dakkel is trying to convince them to travel to the trade world Zemex, it is one of the destinations on the nav cube currently residing on the bridge...&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystery Men=&lt;br /&gt;
; Game System&lt;br /&gt;
: Savege Worlds: Necessary Evil&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Butler (Edmund)&lt;br /&gt;
: Die Weltenschaung (John Reiher)&lt;br /&gt;
: The Doppelganger (Mark)&lt;br /&gt;
: The Kestrel (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: May 7, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: A new episode in the on-going saga of Harbor City&#039;s second-rate supers!&lt;br /&gt;
; Recaps&lt;br /&gt;
: Teri the Golem has been accused of five murders.  None of the victims were well-loved and no one is crying for them.  The intrepid team discovers there is another golem in Harbor City, but unlike Teri, one without free will.  Who commands the murdering golem?  &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Seven Leagues=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://malcontent.sourdust.com/7L/ Seven Leagues]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &#039;&#039;New York, 1775. The Fable exiles from the Homelands have been  their home in the New World colonies for over a century now; but with the Age of Enlightenment and the rebellious spirit sweeping the British colonies, their existence is transformed in frightening ways. The rebels -- the Sons of Liberty, as they call themselves -- are fomenting trouble, and in response British soldiers are deployed everywhere. The Fables fear being discovered -- and now four-and-twenty blackbirds have come to town...&#039;&#039;&lt;br /&gt;
:&lt;br /&gt;
: This is a one-shot game for Monday, April 2, using the game &amp;quot;Seven Leagues&amp;quot; and the setting from the Vertigo comic book &amp;quot;Fables&amp;quot;. Pick an existing Fable or create one of your own, and help Fabletown deal with troubles both internal -- from those pesky blackbirds -- and external -- from that pesky revolution about to happen!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Sophie Lagacé&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: The Bogeyman (Mark)&lt;br /&gt;
: The Headless Horseman (Edmund)&lt;br /&gt;
: Molly Whuppie (Laura)&lt;br /&gt;
: Thor, down and out on his luck (Cain)&lt;br /&gt;
; Date&lt;br /&gt;
: April 2 &amp;amp; 16 and June 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Mystic Japan=&lt;br /&gt;
; Game System&lt;br /&gt;
: Wushu-influenced homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Manu Saxena&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fighting Bhuddist nun (Laura)&lt;br /&gt;
: Clan shinobi (Edmund)&lt;br /&gt;
: Widowed samurai lady (Sophie)&lt;br /&gt;
: Eccentric herbalist (Evan)&lt;br /&gt;
; Date&lt;br /&gt;
: March 26, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Mute Minstrel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.firefly-games.com/ Faery&#039;s Tale]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Cain Young&lt;br /&gt;
; Players&lt;br /&gt;
: 3&lt;br /&gt;
; Characters&lt;br /&gt;
: Pooka (Edmund)&lt;br /&gt;
: Karamel the Brownie (Sophie)&lt;br /&gt;
: Sprite (Laura)&lt;br /&gt;
; Date&lt;br /&gt;
: March 19, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Exodus II=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.glorantha.com/support/ HeroQuest]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Humankind&#039;s last hope... or its last battleground.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
: Inquisitor Ignatius/O Pukepuke (Edmund Metheny)&lt;br /&gt;
: Quartermaster Barbara McDougall (Meg)&lt;br /&gt;
: Mining Boss Alice 76 (Laura)&lt;br /&gt;
: Courier Rokk Razor (Cain)&lt;br /&gt;
: Engineer Milton Pointdexter (Mark)&lt;br /&gt;
: Crew Boss Supriya Sumitran (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 26, March 5, April 23 &amp;amp; 30, May 38, June 4 and July 23, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; I&#039;d like to run a HeroQuest experiment.  The &amp;quot;experiment&amp;quot; part of it is to try to run a zero-prep player-driven game.  D&amp;amp;S and 1889 were both heavy prep GM-driven games, so I want an exact change-up from that.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m going to make up / steal some mechanics for shared setting and situation creation and moderation and then use them on the 19th, then get a start at play on the 19th and finish things off on the 26th.&lt;br /&gt;
&lt;br /&gt;
: My instinct for this is to keep the number of players low by SGA standards so that we&#039;ll have a shot at coming out with something coherent.  I&#039;d like to cap it at just four players.  &lt;br /&gt;
&lt;br /&gt;
: Finally, if anyone knows of good collaborative worldbuilding rules, please lemme know about them.  I know of PTA&#039;s pitch generation and Burning Empires world-burning and ... whatever the hell it was that Aria Worlds tried to do but didn&#039;t.&lt;br /&gt;
&lt;br /&gt;
: And if anyone&#039;s ever done anything like this before, please also chime in.  I am especially interested in how to code conflict into the situation.&lt;br /&gt;
; Recaps&lt;br /&gt;
: See [http://www.story-games.com/codex/index.php?title=Exodus_II the official wiki] for details&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=7th Sea=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.swashbucklingadv.com/ 7th Sea]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Taylor Leslie&lt;br /&gt;
; Players&lt;br /&gt;
: 4&lt;br /&gt;
; Characters&lt;br /&gt;
: Fideli minstrel (Laura)&lt;br /&gt;
: Armano, Castillan swordsman (Edmund)&lt;br /&gt;
: Ilse, Eisen rogue (Megan)&lt;br /&gt;
: Artemise Soulier, Montaigne Rilasciare (Sophie)&lt;br /&gt;
; Date&lt;br /&gt;
: February 19 &amp;amp; March 5, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Roanoke=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.clintkrause.com/ Wushu: Roanoke]&lt;br /&gt;
; Pitch&lt;br /&gt;
: 1587: A small group of English colonists establish a settlement on Roanoke Island&lt;br /&gt;
&lt;br /&gt;
: 1590: The colony is found completely abandoned with no trace of the colonists.&lt;br /&gt;
&lt;br /&gt;
: What happened? Find out!&lt;br /&gt;
; Game Master&lt;br /&gt;
: Edmund Metheny&lt;br /&gt;
; Players&lt;br /&gt;
: 9&lt;br /&gt;
; Characters&lt;br /&gt;
: Reverend Ezekiel Parris, Fire-and-Brimstone Preacher (Cain)&lt;br /&gt;
: Lady Charity de Warwick, Pirate Hunter (Sophie)&lt;br /&gt;
: Haunce Walters, Devious deck hand and opportunist (Mark)&lt;br /&gt;
: Miss Emme Merrimoth, Dorset Farmgirl (Laura)&lt;br /&gt;
: Braith Madog, Unhangable Loner (Johnzo)&lt;br /&gt;
: Paiyn, Runaway Slave Child (Kevin)&lt;br /&gt;
: Alice Langston, Feisty Widow (Meg)&lt;br /&gt;
: Thomas &amp;quot;the Butcher&amp;quot; Vessel, Redeemed Convict (Taylor)&lt;br /&gt;
; Date&lt;br /&gt;
: February 5 &amp;amp; 12, March 12, April 9, May 21, June 11, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This game is intended to be a &#039;&#039;Lost&#039;&#039;-style recurring series, with characters drawn from the pool of colonists and local Tribes as needed to accomodate new or occasional players.&lt;br /&gt;
; Recaps&lt;br /&gt;
* See also the [http://forum.rpg.net/showthread.php?t=310201 Actual Play thread] on RPGNet.&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6893629&amp;amp;postcount=2 Episode 1]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=6964657&amp;amp;postcount=19 Episode 2]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7043542&amp;amp;postcount=37 Episode 3], continued [http://forum.rpg.net/showpost.php?p=7046500&amp;amp;postcount=41 here]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7184322&amp;amp;postcount=71 Episode 4]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7408017&amp;amp;postcount=89 Episode 5]&lt;br /&gt;
** [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=90 Episode 6], continued [http://forum.rpg.net/showpost.php?p=7416222&amp;amp;postcount=91 here].&lt;br /&gt;
; Player Thoughts	&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; My favorite part was when the Rev. and Haunce faced off over the missing grain. I liked how the conflict dicing allowed the characters to showcase their traits, and I really liked how the players regarded the issue as suspended after the dicing was done. I was worried that it was going to degenerate into more rounds of &amp;quot;well, I can&#039;t get him with this skill, maybe I&#039;ll try this skill.&amp;quot; Instead, the point was made, the issue put off to another day, and tensions increased.&lt;br /&gt;
&lt;br /&gt;
: I thought the large ensemble worked well, with people patiently waiting through downtime. One thing that might help even more in this regard is aggressive scene framing, where people state their objectives at the front of the scene, and as soon as the scene either denies or confirms those objectives, we move on to another thing. I don&#039;t know how that fits with people&#039;s gaming tastes, though. And it&#039;s not that I think there&#039;s a problem, but I&#039;m always in favor of experimenting to try to redline my gaming. :)&lt;br /&gt;
: Also on the topic of the big ensemble, it was one of my goals to reduce its effective size by establishing a subunit for Braith to work in. I thought this would be with Haunce, but instead it was with Kev&#039;s character, and that strikes me as good and natural.&lt;br /&gt;
&lt;br /&gt;
: Like so many of my characters, Braith didn&#039;t really reveal himself until actual play started. I&#039;m thinking that instead of &amp;quot;gentle&amp;quot; his Social trait should be &amp;quot;knows he is destined for something special.&amp;quot; This makes him somewhat resistant to fear, but also makes him a little cold and fatalistic and weird.&lt;br /&gt;
&lt;br /&gt;
: I think that Braith&#039;s essential struggle will pit his aloof and destined nature against the human connections he&#039;ll generate on the island, most notably with the little slave kid, whose name he has still not learned, and with his aborted hatred of the absent Ferdinando. In a way, fostering Kev&#039;s character is his way at striking back at Ferdinando. I also want to keep his deference to Haunce, I don&#039;t know why, but this feels like an interesting choice.&lt;br /&gt;
&lt;br /&gt;
: Speaking of Haunce, I&#039;m super glad for Mark&#039;s desperate attempts to push everyone&#039;s buttons. My favorite horror stories are siege tales like Stephen King&#039;s &amp;quot;The Mist&amp;quot; or &amp;quot;Battlestar Galactica&amp;quot; where the external horror is balanced by an internal horror of people coming apart under enormous stress. Haunce is the driver of that internal horror right now. I think he&#039;s the central character of the tale. What we do with him will be very interesting.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; My favorite part was hitting the doom button to keep everyone from discovering Haunce&#039;s secret. He&#039;s so terrified of this, that he&#039;ll go to some lengths to protect himself, even though it might spell disaster for others. This makes for an interesting conflict, because he doesn&#039;t really want the colony to fail. At heart, he&#039;s not a bad guy, he&#039;s just weak, and it will be his undoing.&lt;br /&gt;
&lt;br /&gt;
: Roleplaying is fun :) I&#039;m glad Cain didn&#039;t back off when he had the chance. Rev. Parris both scares and fascinates Haunce. Given the chance, Haunce will try to suck up to him because of the influence he weilds in the colony.&lt;br /&gt;
&lt;br /&gt;
: It would make sense for the others to become involved in the Haunce-Ezekiel conflict. Braith, for example, might develop a distrust of Haunce. Emme might become an ally or an exasperated enemy, depending on how Laura plays her. It would be fun to expand the stand-off.&lt;br /&gt;
&lt;br /&gt;
: Haunce He&#039;s the kind of guy who either ends up being the charismatic leader, or gets locked up in stocks and has rotten vegetables thrown at him. Or both. It&#039;s a fine line between greatness and gitness, and &amp;quot;great&amp;quot; men tend to be really just successful or lucky con artists. One only needs to look towards Commodore John Paul Jones in our own history to see an example of that. Or General Benedict Arnold. Or Vice President Aron Burr. Haunce is a bird of their flock, just born into more modest circumstances.&lt;br /&gt;
&lt;br /&gt;
: Doing this in scenes is really working well, and a nice break from the usual &amp;quot;Okay what&#039;s the party&#039;s marching order?&amp;quot; kind of roleplaying. As we play (and I&#039;m sure Ed intended this), I&#039;m thinking about what my character would be doing as if this were a movie or a play. I&#039;m imagining cut-scenes, fades, swipes, dramatic music, even camera angles. I might try describing my actions more in those terms next week.&lt;br /&gt;
&lt;br /&gt;
: I thought the roleplaying was all great... especially that done by Meg (Alice) and Kevin (Paiyn). It&#039;s been a while since I&#039;ve been in a game that captured everyone&#039;s imagination the way this one has.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; I really liked the atmosphere, including the use of environmental sound and candle lighting.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Terror of the Polywampus=&lt;br /&gt;
; Game System&lt;br /&gt;
: Homebrew&lt;br /&gt;
; Pitch&lt;br /&gt;
: Gather round young&#039;uns and listen to me tale, the tale of mutants and science gone wrong. Up the river from here is the Hanford Nuclear Plant, where they made the atomic bomb and other devices of nuclear devastation!&lt;br /&gt;
&lt;br /&gt;
:In the early days of Hanford, they were nay concerned with the toxic waste they created and much of it was dumped into a leach pond. Into this pond some ducks settled, but most died horribly from the radiation.&lt;br /&gt;
&lt;br /&gt;
:But two of these ducks survived and mated. They laid a clutch of eggs, eggs that glowed at night. All but one of these eggs failed, but the last one, it hatched an abomination. It hatched the monster known as the…&lt;br /&gt;
&lt;br /&gt;
:Polywampus!&lt;br /&gt;
&lt;br /&gt;
:This foul beast was nay a duck, but a throwback to great beasts that once roamed the Earth&#039;s prehistory! It was born hungry and it et it&#039;s parents, then anything else it could corner: Jack rabbits, coyotes, and other critters. It grew and grew to an enormous size, bigger than a Clydesdale! It&#039;s bill is lined with sharp pointed teeth, and it&#039;s body is covered with green and brown feathers.&lt;br /&gt;
&lt;br /&gt;
:It can chase you into the Columbia river and hunt you down, it can climb the sides of the valley snap your legs off! It can run faster than you can, and it will eat you whole! The only warning you&#039;ll get is it&#039;s cry:&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:You hear that lads, it&#039;s too late…&lt;br /&gt;
&lt;br /&gt;
:Wauuugh!&lt;br /&gt;
&lt;br /&gt;
:What&#039;s that? Did you make that noise?&lt;br /&gt;
&lt;br /&gt;
:Wauuugh! **Thoom** **Thoom**&lt;br /&gt;
&lt;br /&gt;
:It canna be!&lt;br /&gt;
&lt;br /&gt;
:WAUUGH!&lt;br /&gt;
&lt;br /&gt;
:It&#039;s the Polywampus! Run! Run! Aieeee!&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;**CRUNCH**&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:You&#039;re a Boy Scout or a Girl Scout, and a giant, mutant Duck Monster just ate your Scout Leader. Can you defeat the Polywampus?&lt;br /&gt;
; Game Master&lt;br /&gt;
: John Reiher, AKA [[User:Kedamono|Kedamono]]&lt;br /&gt;
; Players&lt;br /&gt;
: Wanted 6, got 2, but they proved to be enough.&lt;br /&gt;
; Characters&lt;br /&gt;
::Friedrich Von Trapp: James&lt;br /&gt;
::The Barrio Kid: Cain&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: This is also a playtest of John&#039;s new RPG rules, the Pulp RPG System, so it&#039;s double the fun and double the pleasure. There&#039;s room for 6 players of all ages, and you&#039;ll be creating your characters at the game, just remember, they are kids, between 10 and 15 years old, out in the great outdoors!&lt;br /&gt;
; Recaps&lt;br /&gt;
:&lt;br /&gt;
::As playtests go, this one was success... it was the game that came up short. The two testers, Cain and his friend James did a thorough job of questioning my assumptions on how things work in my game. Since this was an alpha test, not a full blown playtest, that was to be expected. The system I used for doing task resolution was, well, clunky. What sounds good on paper, absolutely fails in an actual game play.&lt;br /&gt;
:&lt;br /&gt;
::First thing was that the supposedly unkillable monster, the muntant duck, the Polywampus, was dead easy to kill in two rounds of combat, with weapons such as a pellet pistol and even more deadly, a slingslot. That was a shocker, the slingshot was far more deadlier than the pellet gun, in fact, it was deadlier than a heavy pistol that I had defined.&lt;br /&gt;
:&lt;br /&gt;
::The fact that it was so simple for the players to kill the critter, points to a major flaw in the rules. It should have been more of a challenge, not a boys day out killing a duck. Even my red shirt NPCs were invulnerable! The polywampus bit one with a critical bite, and then the red shirt made a critical toughness roll and took no damage!&lt;br /&gt;
:&lt;br /&gt;
::So in closing, the rules did do what they were supposed to do, but they had unexpected side effects that made the game both deadly and hard to kill people with. I have to redo the rules and change the playtest so that it checks more things from the rules. &lt;br /&gt;
:&lt;br /&gt;
::Thanks again to my playtesters!&lt;br /&gt;
:&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Savage Lorax=&lt;br /&gt;
[[Image:Lorax.jpg|thumb|]]&lt;br /&gt;
[[Image:I-Thneed-You-Suess_small.gif|thumb| [http://wiki.rpg.net/images/2/2d/I-Thneed-You-Suess.gif LARGE] ]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: In the land of the Lorax&amp;lt;br&amp;gt;Where the Truffula grows&amp;lt;br&amp;gt;Sits the greedy old Once-ler&amp;lt;br&amp;gt;And his band of fellows&lt;br /&gt;
&lt;br /&gt;
: His business is the Thneed&amp;lt;br&amp;gt;A right ridiculous thing&amp;lt;br&amp;gt;It makes him so wealthy&amp;lt;br&amp;gt;He&#039;s nigh near a king!&lt;br /&gt;
&lt;br /&gt;
: But the Thneeds are a problem&amp;lt;br&amp;gt;For the Truffula woods&amp;lt;br&amp;gt;Because they waste all the Truffula tufts&amp;lt;br&amp;gt;For the sake of consumer goods!&lt;br /&gt;
&lt;br /&gt;
: But that&#039;s not all&amp;lt;br&amp;gt;The old Once-ler perpetrates&amp;lt;br&amp;gt;No, he&#039;s a right robber baron&amp;lt;br&amp;gt;Who&#039;s put us in dire straits!&lt;br /&gt;
&lt;br /&gt;
: He catches the Swomee-Swans&amp;lt;br&amp;gt;And bakes them with honey&amp;lt;br&amp;gt;He skins the brown Bar-ba-loots&amp;lt;br&amp;gt;And tans their hides for money&lt;br /&gt;
&lt;br /&gt;
: He fries up the Humming-fish&amp;lt;br&amp;gt;And serves them will dill&amp;lt;br&amp;gt;There is no creature, that for a few coins&amp;lt;br&amp;gt;He will not cheerfully kill&lt;br /&gt;
&lt;br /&gt;
: He chops down the trees&amp;lt;br&amp;gt;The woods he will exhaust&amp;lt;br&amp;gt;Until the landscape becomes&amp;lt;br&amp;gt;A de-Truffula&#039;d holocaust&lt;br /&gt;
&lt;br /&gt;
: Will you do something about it?&amp;lt;br&amp;gt;Will you fight for our cause?&amp;lt;br&amp;gt;Will you help the Lorax&amp;lt;br&amp;gt;Undo Once-ler&#039;s faux pas?&lt;br /&gt;
&lt;br /&gt;
: Will you help stop his factories?&amp;lt;br&amp;gt;Will you help stop his axes?&amp;lt;br&amp;gt;Will you gum up his operations&amp;lt;br&amp;gt;Tap his whisper-ma-phone? Read his faxes?&lt;br /&gt;
&lt;br /&gt;
: Make no delay!&amp;lt;br&amp;gt;Now you&#039;ve heard the pitch!&amp;lt;br&amp;gt;Turn right at Weehawken!&amp;lt;br&amp;gt;Sharp left at North Nitch!&lt;br /&gt;
&lt;br /&gt;
: Together we can stop him!&amp;lt;br&amp;gt;We must act today!&amp;lt;br&amp;gt;For if we don&#039;t, my friends&amp;lt;br&amp;gt;The Lorax will be lifted away!&lt;br /&gt;
&lt;br /&gt;
: And then it will be too late.&lt;br /&gt;
&lt;br /&gt;
: ...&lt;br /&gt;
&lt;br /&gt;
: I&#039;ve been playing around with the Savage Worlds book (Thanks Ed &amp;amp; Sophie), and I&#039;d like make a Savage Worlds Lorax game, for two nights in January, if anyone&#039;s up to it.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The setting:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Truffula Woods near the headquarters of Once-ler, Inc. Old Once-ler is busy chopping down Truffula Trees for their tufts to make the latest consumer product fad: The Thneed. &amp;quot;You need a Thneed&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The problem:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: Between the industrial smog, the toxic sludge and cutting down the trees, he&#039;s killing off the critters that live there: Brown Bar-ba-loots, Swommee Swans, and Humming Fish.  And to make matters worse, he&#039;s catching the critters, skinning and cooking them, and selling them for profit!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;The solution:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: The Lorax, who speaks for the trees (for the trees have no tongues), is taking matters into his own hands.  He&#039;s recruiting a band of brave heroes to go toe-to-stocking with Once-ler and his cronies, and put an end to his nefarious practices once and for all!&lt;br /&gt;
&lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Walters&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters&lt;br /&gt;
: Cara Pace - Yertle (Laura)&lt;br /&gt;
: Marvin MacMalapert - Star-bellied-sneech (Ed)&lt;br /&gt;
: Frolicia Fay O&#039;Friskle - Brown Bar-ba-loot (Sophie)&lt;br /&gt;
: Sam I Am - Who (Taylor)&lt;br /&gt;
: Pequod Picaroon the Pirate - Humming Fish (Kevin) (first episode)&lt;br /&gt;
: Fokker McScud - Swomee Swan (Cain)&lt;br /&gt;
: Cindy Lou Who - Who (Meg)&lt;br /&gt;
: Son-celer - Once-ler traitor (John Reiher)&lt;br /&gt;
; Date&lt;br /&gt;
: January 22 &amp;amp; 29, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Players will be able to choose a race to play, either Bar-ba-loot, Humming Fish, Swommee Swan, Star-Bellied-Sneech, Who, or Yertle.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: [[User:Shosuro Kando|Shosuro Kando]]:&lt;br /&gt;
: Marvin MacMalapert, bastard for hire&amp;lt;br&amp;gt;Got a note from the Lorax - he answered by wire&amp;lt;br&amp;gt;The note was quite simple, it said &amp;quot;Please meet me&amp;lt;br&amp;gt;Quite near to the stump of a truffula tree.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: Marvin spit grickle grass out of his gob&amp;lt;br&amp;gt;But thinking about it, he needed a job&amp;lt;br&amp;gt;His rent had would come due soon, and business was slow&amp;lt;br&amp;gt;And provisions of Barbaloot whiskey were low!&lt;br /&gt;
&lt;br /&gt;
: So Marvin set off for his stump rendezvous&amp;lt;br&amp;gt;at the edge of the forest where trees were now few&amp;lt;br&amp;gt;He got to the place, but then squinted to see&amp;lt;br&amp;gt;The whole of a Seussian thug company!&lt;br /&gt;
&lt;br /&gt;
: The psychotic Yertle known as Cara Pace&amp;lt;br&amp;gt;Who&#039;s Moseymotiller lost many a race&amp;lt;br&amp;gt;And sweet Cindy Lou Who, a killer at heart&amp;lt;br&amp;gt;With ornament-fu, she took people apart!&lt;br /&gt;
&lt;br /&gt;
: There was Fokker McScud, who&#039;s razor sharp beak&amp;lt;br&amp;gt;Unspeakable mayhem and havoc would wreak&amp;lt;br&amp;gt;Little Frolicia Fay O&#039; Friskle with darts&amp;lt;br&amp;gt;Could poison her enemies, then stop their hearts.&lt;br /&gt;
&lt;br /&gt;
: And Piquod Picaroon, a pirate so cruel&amp;lt;br&amp;gt;He killed off his crew with tyrannical rule&amp;lt;br&amp;gt;The serial killer who was called Sam-I-Am&amp;lt;br&amp;gt;Who ate all his victims, with green eggs and ham&lt;br /&gt;
&lt;br /&gt;
: And puffing a bong by a truffula tree&amp;lt;br&amp;gt;The worstest of all by a factor of three&amp;lt;br&amp;gt;There was Sonceler Onceler, who&#039;s wicked machines&amp;lt;br&amp;gt;Would torture his victims, then rip out their spleens!&lt;br /&gt;
&lt;br /&gt;
: &amp;quot;Holy shit!&amp;quot; exclaimed Marvin, as dread filled his guts&amp;lt;br&amp;gt;&amp;quot;I thought I was hardcase, but these guys are nuts!&amp;lt;br&amp;gt;The lorax is crazy to hire this crew&amp;lt;br&amp;gt;I think he&#039;s been huffing some trufflula glue!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: But prior to Marvin just dumping the lot&amp;lt;br&amp;gt;The Lorax appeared on his specified spot&amp;lt;br&amp;gt;His pug ugly mug wrinkled into a frown&amp;lt;br&amp;gt;And he told how the Oncelers were cutting trees down&lt;br /&gt;
&lt;br /&gt;
: The Lorax explained that he spoke for the trees&amp;lt;br&amp;gt;(And Marvin, aghast, covered up with a sneeze)&amp;lt;br&amp;gt;The trees wanted killers, the Lorax then said&amp;lt;br&amp;gt;To bust a fat cap in the Onceler&#039;s dumb head!&lt;br /&gt;
&lt;br /&gt;
: Marvin (who&#039;d been planning to get himself gone)&amp;lt;br&amp;gt;Realized he was stuck cuz the hit was now on!&amp;lt;br&amp;gt;If he tried to leave now, he knew for a fact&amp;lt;br&amp;gt;This mob of stone killers would just have him whacked.&lt;br /&gt;
&lt;br /&gt;
: He turned to the Lorax to ask about pay&amp;lt;br&amp;gt;And discovered the lard ass had faded away&amp;lt;br&amp;gt;Apparently thinking his crew&#039;d do the thing&amp;lt;br&amp;gt;Without even getting a taste of some bling!&lt;br /&gt;
&lt;br /&gt;
: His snubulous popper he loaded with care&amp;lt;br&amp;gt;Then climbed up a Truffula tree that was there&amp;lt;br&amp;gt;If he made a false move he was sure he was dead&amp;lt;br&amp;gt;So he drank himself into a stupor instead.&lt;br /&gt;
&lt;br /&gt;
: The very next morning the carnage was started&amp;lt;br&amp;gt;before the last dew of the night time departed&amp;lt;br&amp;gt;The Truffula choppers arrived to chop trees&amp;lt;br&amp;gt;but were killed by the group with the greatest of ease&lt;br /&gt;
&lt;br /&gt;
: The Oncelers died screaming, and some tried to flee&amp;lt;br&amp;gt;Their luck it was bad, their escape not to be.&amp;lt;br&amp;gt;Mangled or stabbed, strangled, poisoned or shot&amp;lt;br&amp;gt;The group spared not one of the Oncelery lot.&lt;br /&gt;
&lt;br /&gt;
: A few drove away with mechanical speed&amp;lt;br&amp;gt;And called out the watch to take care of their need.&amp;lt;br&amp;gt;The watch sent out Oncelers with badges of tin&amp;lt;br&amp;gt;And butterfly nets to catch criminals in.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile Sonceler Onceler had taken the gear&amp;lt;br&amp;gt;The Oncelers were using the forest to clear&amp;lt;br&amp;gt;And had mashed it all up to create a new thingy&amp;lt;br&amp;gt;A mechanical Onceler eviscera-dinghy!&lt;br /&gt;
&lt;br /&gt;
: The cops then approached with their nets held up high&amp;lt;br&amp;gt;And almost at once they all started to die.&amp;lt;br&amp;gt;Just one Onceler was spared, the rest napped in dirt&amp;lt;br&amp;gt;Not one of the murderous party was hurt.&lt;br /&gt;
&lt;br /&gt;
: Marvin MacMalapert went through it all&amp;lt;br&amp;gt;Discovered he isn&#039;t a bastard at all&amp;lt;br&amp;gt;He thought of himself as cold-hearted and mean&amp;lt;br&amp;gt;He&#039;ll have nightmares for years now, from all that he&#039;s seen.&lt;br /&gt;
&lt;br /&gt;
: And though he has never been truly devout&amp;lt;br&amp;gt;He prays to Doc Seuss now to just get him out!&lt;br /&gt;
&lt;br /&gt;
: Because these guys are CRAZY!&lt;br /&gt;
: &amp;amp;nbsp;&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: Cindy Lou Who, Pequod Picaroon the Humming Fish, Marvin MacMalapert the Star-Bellied Sneech, Sam I Am the Who, Cara Pace the Yertle, Fokker McScud the Swomee Swan, Frolicia Fay O&#039;Friskle the Brown Bar-ba-loot, and Son-celer the Once-ler traitor came to the Super Secret Ecoterrorist Camp to fight the Once-ler deforesting the land.  They were about to give up when finally, just as the sun was setting, the Lorax appeared on a stump, with a mighty &amp;quot;Gazompf!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: He looked around and seeing no mighty army but a rag-tag band of idealists, loafers or mercenaries, frowned.  Since they did not have an army, he said, they would have to spy on the enemy and use cunning tactics.  They must go find out what the Once-lers&#039; weaknesses were!  Then he disappeared as suddenly as he had appeared.  It was dark, so Fokker and Pequod&#039;s effort to scout were fruitless. &lt;br /&gt;
&lt;br /&gt;
: It was during Cindy Lou Who&#039;s watch that a rumbling sound was heard to the north.  Frolicia recognized it as the sound of the big machines that destroyed the truffula tree forests!  The eight ecoterrorists went to look for the source of the noise.  Sneaking over the last hill, they saw the axiswhatsis, a whirling circular machine whose twirling axes chomped on truffula tree trunks as they spun. &lt;br /&gt;
&lt;br /&gt;
: Marvin took aim and winged the Once-ler piloting the mechanical monster; Cara charged in her moseymotiller, and Sam I Am swung form a truffula tree into the Once-ler&#039;s turret.  Then there was the contraption built by Son-celer Once-ler to battle the axiswhatsis &amp;amp;mdash; it was a thing or terror and truffula trunks!&lt;br /&gt;
&lt;br /&gt;
: At Pequod&#039;s suggestion -- he had seen similar contraptions on whalers, he said -- little Frolicia snuck under the axiswhatsis and climbed aboard through a hatch.  She blew a poisoned dart at the Once-ler and he collapsed!  The ecoterrrorists seized control of the axiswhatsis.  Pequod was able to pilot the machine, if gingerly. &lt;br /&gt;
&lt;br /&gt;
: While they were discussing whether to sneak in or destroy the equipment, they spotted another rumble.  Fokker, Marvin and Sam went to scout, and found another machine, a loggamajammer picking up truffula tufts felled by the axiswhatsis.  They charged it!  Cara, with passengers Cindy and Son-celer, rushed in behind.  They brutally killed the Once-ler pilot. &lt;br /&gt;
&lt;br /&gt;
: As they were commandeering the second machine, they suddenly realized that three more loggamajammers were coming over the hill!  But Cindy Lou Who got on the radio and completely confused the Once-lers, assuring them that everything was fine.  Once the other loggamajammers were gone, the team decided to destroy the captured loggamajammers and continue toward the Once-ler HQ with the axiswhatsis and Cara&#039;s moseymotiller.&lt;br /&gt;
&lt;br /&gt;
: They met with six large Once-lers armed with butterfly nets (scary, huh?); the Once-ler tried to capture a prisoners.  The ensuing carnage was frightful.  Cindy Lou Who and Fokker McScud, in particular, dealt death to numerous Once-lers.  One managed to escape, but one was captured and interrogated by Fokker (covered in the blood of the other Once-lers.)  The prisoner said that after receiving a confusing message, the Once-lers had suspected an ecoterrorist attack and were trying to gain intelligence of enemy activity by capturing one of the Lorax&#039;s allies.&lt;br /&gt;
&lt;br /&gt;
: Sneaking and learning things and cunning tactics? So much for that idea.  Hey there, diddle diddle, straight up through the middle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;You&#039;re not Sam, you&#039;re [[Wikipedia:Son of Sam|Son of Sam]]!&amp;quot;  &amp;amp;mdash; Marvin/Edmund to Sam/Taylor.&lt;br /&gt;
** &amp;quot;He&#039;s a pilot fish!&amp;quot; &amp;amp;mdash; Marvin/Edmund and Frolicia/Sophie, when Pequod took control of the axiswhatsis.&lt;br /&gt;
** &amp;quot;I will serve you green eggs and ham!&amp;quot;  &amp;amp;mdash; Sam/Taylor&lt;br /&gt;
** &amp;quot;You&#039;re a mean one!&amp;quot; &amp;amp;mdash; Cindy/Meg, smashing a Once-ler to smithereens with her Christmas ornament.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Deuss==&lt;br /&gt;
&lt;br /&gt;
: [[User:Mechante Anemone|Mechante Anemone]]: An army of Once-lers and loggamajammers was approaching!  While Sonce-ler was setting their own loggamajammer (damaged) and axiswhatsis on rudimentary auto-pilot and sending them against the Once-lers, the rest of the ecoterrorists hopped onto Cara Pace&#039;s moseymotiller (except Pequod who remembered he was a fish and needed water.)  Sonce-ler caught up with them after jumping off. &lt;br /&gt;
&lt;br /&gt;
: They took a circuitous route to the Once-ler headquarters, figuring they would be almost deserted, and parked in the Once-ler of the Month spot.  They walked into a large factory where truffula trees were being stripped, the fruit discarded into poisonous waste, and the tufts were turned into thneeds.  At the far end was a control pane; that looked like a big pipe organ.  Next to it was a big red button labelled &amp;quot;Do not push&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: While Sam was alertly watching for an ambush, Marvin decided that everyone does indeed need a thneed and equipped himself with a thneed fedora and trenchcoat.  Frolicia was salvaging still-edible (for a Brown Barbaloot) truffula fruit.  Cindy Lou, Fokker and Sonce-ler raced to press the big red button labelled &amp;quot;Do not push&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
: All sorts of alarms went off!  The floor split open from the door to the control panel; Sam, Cindy Lou, Sonce-ler, and Cara started falling toward a chute!  Fokker simply flew off.  Cindy Lou was nimble enough to jump away.  Sonce-ler held on to the control panel, and Cara barely caught the edge of the receding floor, suspended above the chute and yelling for help.  Sam used his springulous slapper to hang from the ceiling above the chute. &lt;br /&gt;
&lt;br /&gt;
: Cindy Lou and Marvin began throwing bins of thneed down the chute, and this cause a faint cry for help to ring.  While Frolicia was trying to help Cara up, Fokker pressed the button again! the floor trap shut quickly, sending Cara bouncing and landing on her back.  But Sam was suspended from the ceiling in the chute under the now-closed floor!  Sonce-ler pressed the button a third time to re-open the trap, and Marvin resumed throwing bins of thneed.  Sam made a thneed rope and threw it to the prisoner at the bottom of the chute, who turned out to be Thing Two.  Both Sam and Thing Two were now hanging from the ceiling above the chute, so Fokker flew over to grab the thneed rope and pull them to the side. &lt;br /&gt;
&lt;br /&gt;
: Sam questioned Thing Two, a painful process.  He learned that the Cat in the Hat had been captured by the Once-lers while trying to negotiate, and was kept under the Lurker tower.  Sonce-ler started playing with the controls.  The place became dangerous as machines went crazy and smoke rose, so everyone else fled. &lt;br /&gt;
&lt;br /&gt;
: They went to the Lurker tower and climbed to the top, where they found a well-appointed office.  After scaring the secretary and making her fall down the stairs, Marvin and Cindy Lou hit the fine gricklegrass cigars in the humidor.  On the desk they found the plans for a war machine, as well as a forged letter addressed to the president of Here (also known as There) and incriminating the nation of There (who called themselves Here) as trying to start a war.&lt;br /&gt;
&lt;br /&gt;
: There were many portraits of famous Once-lers; behind the portrait of Sponce-ler Once-ler, Sam found a secret button.  He pressed it and a secret door was revealed.  They found the Cat in the Hat, chained to the wall, very thing and mangy-looking.  Frolicia unlocked his manacles and Cindy Lou got herself swallowed up by the Hat.&lt;br /&gt;
&lt;br /&gt;
: Sonce-ler&#039;s efforts had set the thneed factory on fire, so they all ran back to the Truffula Woods.  The Lorax talked to the Cat in the Hat, examined the evidence retrieved by the ecoterrorists, and announced that he would next send the team to the Hierarch of There (or Here) to inform him of the deception.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Some of the best quotes:&#039;&#039;&#039;&lt;br /&gt;
** &amp;quot;It&#039;s Fokker&#039;s Pendulum.&amp;quot;  - Frolicia/Sophie.&lt;br /&gt;
** Cindy Lou/Meg: &amp;quot;I thought the Cart in the Hat was an infamous crime lord?&amp;quot;&amp;lt;br&amp;gt;Sam/Taylor: &amp;quot;Cindy Lou Who, you&#039;ve watched too much &#039;Law and Order&#039;!&amp;quot;&amp;lt;br&amp;gt;Marvin/Edmund: &amp;quot;No, she&#039;s right.  The cat is responsible for the entire mystal creth distribution network in the area.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* [[User:Mechante Anemone|Mechante Anemone]]: &lt;br /&gt;
** Mark did an awesome Seuss job.&lt;br /&gt;
** The minis Johnzo had made for the Savage Lorax game were absolutely fantastic.  I think they really added a lot.&lt;br /&gt;
** John Reiher built his war machine contraption at the table, using a stack of chopsticks as truffula tree trunks.  It was really neat.&lt;br /&gt;
** As Marvin MacMalapert, Edmund had to speak in whupass rhymes throughout the game -- and he did.&lt;br /&gt;
** We&#039;re so bloodthirsty, Dr. Seuss must be crying.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dungeon &amp;amp; Savages: Against the Lord of Blood=&lt;br /&gt;
[[Image:Cardboardmini.jpg|thumb|Aaron, Longrinn, and Fat Bastard attacking the Lord of Blood]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.savageheroes.com/conversions.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Your party is now approaching the Village of Hommlet, having ridden up from lands of the Wild Coast. All you have is what you wear and wield, plus the few coins that are hidden in purses and pockets.  What you do possess in quantity, though, is daring and desire to become wealthy and famous. Thus your group comes to Hommlet to learn. Is this indeed a place for adventurers to seek their fortunes? You all hope, of course, to gain riches and make names for yourselves. The outcome of this is uncertain, but your skill and daring, along with a good measure of luck, will be the main ingredients of what follows, be it for weal or woe!&lt;br /&gt;
&lt;br /&gt;
: The dusty, rutted road is lined with closely-grown hedges of brambles and shrubs. Here and there it cuts through a copse or crosses a rivulet. To either hand, forest and meadow have given way to field and orchard. A small herd of kine graze nearby, and a distant hill is dotted with the wand stone chimneys with thin plumes of blue smoke rising from them.  A road angles west into the hill country, and to either side of the road ahead are barns and buildings &amp;amp;#8212; Hommlet at last!&lt;br /&gt;
&lt;br /&gt;
: But who is this?  You hear a cry for help from the direction of the mountain road.  Investigating, you walk up the mountain road to the next hillock, where you discover a man crumpled in the rise between the wheel ruts.  You judge him a villager, by his simple, sturdy clothes.  And, by the bloodstains on that garb, and by the cuts on the sturdy staff that lies next to him, you also judge that he has recently seen a fight...&lt;br /&gt;
; Game Master&lt;br /&gt;
: Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
: 8&lt;br /&gt;
; Characters - &amp;quot;The Five Swell Gals&amp;quot;&lt;br /&gt;
: Longrinn the human paladin (Mark Walters)&lt;br /&gt;
: Mykk the half-Orc fighter (Edmund Metheny)&lt;br /&gt;
: Aaron the half-Elf ranger (Laura)&lt;br /&gt;
: Lyle the Elf bard (Taylor)&lt;br /&gt;
: Sianica the human thief (Kayobi - first episode)&lt;br /&gt;
: Fat Bastard the Dwarf Cleric (Kristian)&lt;br /&gt;
: Petunia the Halfling druid (Sophie) and her dog Martha&lt;br /&gt;
: Sammy Topbottom the Gnome thief/magic user (Meg)&lt;br /&gt;
; Date&lt;br /&gt;
: January 8 &amp;amp; 15, 2007&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: Power stunting rule: Make a raise and you can narrate your result.&lt;br /&gt;
; Recaps&lt;br /&gt;
==Part 1==&lt;br /&gt;
: &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; With five female players, the ladies had a majority and successfully voted in the name &amp;quot;The Five Swell Gals&amp;quot; for the party (after all, the Five Swell Guys weren&#039;t all guys.)   Yes, we did notice there were more than five of us -- how about the Seven Sentinels who were really nine?  Yeah, I read way too many Alan Moore comics. :)&lt;br /&gt;
&lt;br /&gt;
: So the Five Swell Gals found the aforementioned pesant who had been badly beaten, and decided to take him to nearby Hommlet to get some care.  They soon learned that he was the only survivor of a party of fifteen villagers who had ventured up in the mountains to retrieve young Horace, a 12-year old boy who had been somehow lured to a little-known monastery.&lt;br /&gt;
&lt;br /&gt;
: Apparently, Young Horace was a quiet boy, his widowed father&#039;s only child and support.  Old Horace (the father) was legless, and relied on his helpful son to get around and take care of his modest farm.  But a few weeks before, a two-headed calf had been born to one of their cows.  Young Horace took it to the local druid so that she would read the omen, but when she decreed that the calf must be sacrificed, the boy had refused and instead hidden the calf in the forest.  Then Young Horace had suddenly started developping an interest in the abbey in the mountains, declaring that he wanted to join the monastery.  Eventually, the boy had run away to the abbey.   His father was upset and when a group of villagers went to demand that he be returned, they discovered that the monks had hired a band of Orcs, the Twisted Tooth, as mercenaries to defend the monastery. &lt;br /&gt;
&lt;br /&gt;
: Old Horace and the villagers pleaded with the Five Swell Gals to help -- and the rumour that the monks were sitting on a huge treasure trove didn&#039;t hurt either.   Although a crabby Petunia complained that they should be doing a little more ground work first, the group charged up the mountain, with Longrinn and Mykk taking point.&lt;br /&gt;
&lt;br /&gt;
: When they reached the monastery in the crags, they indedd found it defended by Orcs.  Sammy cast a spell to plunge the (previously damaged) gate area in darkness (Obscure).  Erin and Sianica climbed over the walls, Petunia burrowed under the foundations, and the rest swarmed through the broken gate.  &lt;br /&gt;
&lt;br /&gt;
* An epic fight ensued, where some of the highlights included:&lt;br /&gt;
** Lyle the bard waded through the fray (using Mykk as cover) and took no damage, while Sammy scurried into a building to hide and was turned into a pincushion by archers.&lt;br /&gt;
** Lyle used her Fear spells (singing heavy metal) to rout large mobs of monks and Orcs.&lt;br /&gt;
** Longrinn the paladin had the worst luck with his dice, worse even that Aaron the ranger, and that takes a lot of effort.&lt;br /&gt;
** Martha the dog managed to horribly maul an Orc on her first attack (and then never rolled anything higher than a 2).&lt;br /&gt;
** Petunia burrowed under the Orc leader Hakka&#039;s feet and dragged him halfway into the ground as a &amp;quot;weasel attack.&amp;quot;&lt;br /&gt;
** Ganging up on Hakka allowed the group to chip at him effectively.&lt;br /&gt;
** Speaking of effectiveness, Aaron (despite a series of disappointing rolls at one point) showed that he was just as effective with a bow as he was as the two-sword Cuisinart.&lt;br /&gt;
** Mykk was a tank, as expected, and bagged Hakka after many blows.&lt;br /&gt;
** Sianica was a true &amp;quot;death from above&amp;quot; ninja and also managed to claim credit on others&#039; kills!&lt;br /&gt;
** Fat Bastard would rather stay in the middle and risk taking Mykk&#039;s &amp;quot;friendly fire&amp;quot; than miss a fight.&lt;br /&gt;
** Longrinn can take quantities of damage that would squish several of the other heroes, and barely notice -- which is good, &#039;cause he sure took a lot of blows.&lt;br /&gt;
&lt;br /&gt;
: Eventually the Orcs were annihilated and Longrinn and Mykk brushed off the monks who were trying to bar the way to the treasure chamber.  An immense pile of gold was in the center of the large room; although Longrinn could feel serious evil vibes, they seemed to come from the room, not the gold. &lt;br /&gt;
&lt;br /&gt;
: Going gold-mad, Sammy threw herself face-first in the treasure, having gone to Gnome heaven.  Swimming in gold, she reached for a single coin -- and as soon as she grabbed it, the room started filling with blood.  Meanwhile, outside, Petunia found Young Horace in a cell.  Gleeful, the boy was shouting: &amp;quot;He comes!  The master comes!&amp;quot;  A gigantic, shapeless tentacled monster emerged from the gold.&lt;br /&gt;
&lt;br /&gt;
: The monks wailed in despair.  Longrinn managed to extract an explanation from them: the Lord of Blood had long ago been imprisoned here and for 3,000 years, the abbey&#039;s monks had been keeping him/it imprisonned by making sacrifice of all earthly pleasures and riches, denying themselves every comfort.  But recent omens and a planetary alignment had allowed the Lord of Blood to contact a receptive victim and call to Young Horace.  The monks had hoped to keep the boy locked up and prevent him from aiding the Lord of Blood; because of his age, they could not bring themselves to hurt Horace.  But the first act of greed committed in the room had freed the Lord of Blood!&lt;br /&gt;
&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;&amp;lt;B&amp;gt;johnzo:&amp;lt;/B&amp;gt; Like [[SGA_2006_Archive#The_Voyage_of_the_Olympic|The Voyage of the Olympic]] I&#039;d planned this to be another &amp;quot;Pottery Barn&amp;quot; game where in the first session, the PCs would be induced to break something, and in subsequent sessions, they would have to deal with the fallout of that breakage.  So I was very happy with the Lord of Blood&#039;s emergence in Session 1. &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Part 2==&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; A fierce battle broke out, as Longrinn, Fat Bastard, Mykk, Aaron and a bunch of angry monks tried to prevent the Lord of Blood from getting out of the treasure room.  [http://www.johnzo.com/pic.html?s=_lg&amp;amp;d=2007-against-the-lord-of-blood&amp;amp;i=0&amp;amp;e=jpg Sianica was grabbed by a tentacle and devoured by the LoB!] (on account of player no-show.)  Meanwhile, Sammy explored the abbey for something helpful, Lyle retreated to the library to find the book about the Lord of Blood, and Petunia talked to Young Horace. &lt;br /&gt;
&lt;br /&gt;
:Petunia had really meant to kill off Young Horace before he could help the LoB complete his ritual, but upon hearing that Young Horace was hoping to find a way to heal his old father through a bargain with the LoB, she didn&#039;t have the heart.  Instead, she let him out and started trying to steer him out of the monastery, so she was too distracted to stop her dog Martha to run off and join the fray in the treasure room.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=2&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 While the fight raged on], with the Five Swell Gals hacking at tentacles that kept growing back, Lyle found the Book of Eville and brought it out to the light, but could not decipher it.  Sammy, tired of being pursued by an angry little monk belittling him for his part in allowing the Lord of Blood to break his bonds, decided to join the battle and attack the LoB with fire.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=1&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Longrinn stopped blow after blow from the Lord of Blood], his shield dented beyond recognition.  [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=3&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Mykk fought hard, but was eventually captured by the LoB&#039;s tentacles and dragged toward the waiting maw].  Mykk used this new-found closeness with divinity to go berserk and deal the LoB several painful blows.  The combined efforts of all those fighting on the side of Good-and-Not-Being-Eaten, and particularly Mykk&#039;s berserker rage, caused the LoB several wounds.  A little monk, full of admiration for Mykk&#039;s brave fighting, tried to pull him out but instead was pulled in with the Half-Orc to be devoured by the enemy.&lt;br /&gt;
&lt;br /&gt;
: [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=4&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 Just as Mykk, still suspended in the air by tentacles, was being dropped in the LoB&#039;s gullet], Aaron of the Two-Sword Cuisinart dealt the LoB the mortal blows.  The hellish creature shivered; Fat Bastard and Longrinn combined their powers to Turn it, and [http://www.johnzo.com/pic.html?d=2007-against-the-lord-of-blood&amp;amp;i=5&amp;amp;e=jpg&amp;amp;s=_lg&amp;amp;c=1 the LoB collapsed in a puddle of ichor and tentacle bits].  But Martha the dog plunged into the puddle as it bubble away, and could not be found again afterwards.&lt;br /&gt;
&lt;br /&gt;
:Although the Lord of Blood was gone, Longrinn could still feel evil inside the treasure room, its very walls, and some of the gold.  Then animals started arriving from the surrounding mountain forest, trooping inside the treasure chamber around the debris.  Questioned by Sammy and Petunia, they kept saying the &amp;quot;Spring is coming.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
:The monks decided to disband since their task was over, except for the one who had been so impressed by Mykk and asked to become his apprentice.  Fat Bastard and Sammy went down to Hommlet to take Young Horace back to his father and look for a scholar and a wizard to read the Book of Eville.  Although the priest at the local Temple of St. Cuthbert was very happy to help sequester the tainted gold, no one could be found to read the book, not even at the viscount&#039;s castle. &lt;br /&gt;
&lt;br /&gt;
:But Aaron found the local druid dead, beyond a breech in a hastily thrown barrier of thorns; she appeared to have been gored by an animal, probably a boar.  None of this did much to improve the sense that the Five Swell Gals had not succeeded as brilliantly as they had hoped.  They elected to keep watch on the place while looking for someone to decipher the book and until &amp;quot;spring&amp;quot; came. &lt;br /&gt;
&lt;br /&gt;
:Lyle finally got impatient.  She decided to walk into the erstwhile treasure room, where the animals were still waiting, and cut her hand, letting the blood fall to the floor.  The resulting tremor alerted the rest of the group, who rushed to the treasure room with weapons drawn. &lt;br /&gt;
&lt;br /&gt;
:In the center stood Martha the dog.  The animals started advancing toward her; when a squirrel reached her, she gave it a friendly lick &amp;amp;mdash; and it sprouted bat wings and flew off.  A steer approach next, was licked, and had its antlers turn to serpents. &lt;br /&gt;
&lt;br /&gt;
:But Petunia, not the sharpest tool in the shed, ran in and, recognizing her companion, ran to embrace Martha.  Though her features momentarily wavered when Martha licked her, she seemed unaffected.  She brought Martha out of the treasure room &amp;amp;mdash; where Longrinn slew the dog on the spot, then the steer.  But the squirrel could not be found...&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Epilogue:&#039;&#039;&#039; Days later in Greyhawk, a large city with its generous share of vermin, pigeons and rats gathered around a bat-winged squirrel...&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
* &#039;&#039;&#039;[[User:Mechante Anemone|Mechante Anemone]]:&#039;&#039;&#039; Some favourite quotes:&lt;br /&gt;
** &amp;quot;You forgot to call me a fool this turn!&amp;quot; &amp;amp;mdash; Sammy to the angry little monk&lt;br /&gt;
** &amp;quot;We&#039;re about to be the Four Swell Gals.&amp;quot; &amp;amp;mdash; Lyle&lt;br /&gt;
** GM: &amp;quot;These are the front tentacles...&amp;quot;&amp;lt;br&amp;gt;  Petunia: &amp;quot;And Longrinn&#039;s being attacked by the ass tentacles.&amp;quot;&lt;br /&gt;
** &amp;quot;I have him right where he wants me!&amp;quot; &amp;amp;mdash; Mykk, dragged to his (near) doom by the LoB&lt;br /&gt;
** Lyle: &amp;quot;We must disperse this evil gold so it can&#039;t do any more harm.&amp;quot;&amp;lt;br&amp;gt;  Longrinn: &amp;quot;Yeah, you&#039;d like that.&amp;quot;&lt;br /&gt;
** Petunia: &amp;quot;The druid is a halfling, so she can hardly have been gored by something large like a steer.&amp;quot;&amp;lt;br&amp;gt;  Mykk: &amp;quot;Maybe it was a dyk-dyk.&amp;quot;&lt;br /&gt;
** GM: &amp;quot;But how do you track a flying squirrel?&amp;quot;&amp;lt;br&amp;gt;   Longrinn: &amp;quot;First, you need a really large moose.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &#039;&#039;&#039;[[User:Johnzo|Johnzo]]:&#039;&#039;&#039; [http://www.johnzo.com/gallery.html?d=2007-against-the-lord-of-blood Against The Lord of Blood: The Photonovel].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56137</id>
		<title>Emerald City Gamefest</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Emerald_City_Gamefest&amp;diff=56137"/>
		<updated>2007-07-25T19:58:42Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Events]]&lt;br /&gt;
[[Category:Gaming Gatherings]]&lt;br /&gt;
&amp;lt;!-- [[Image:ECG logo color 4.jpg|thumb|]]--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Several groups of gamers in the Greater Seattle/Puget Sound area are collaborating to organize an annual all-day event.  The event is entirely &#039;&#039;&#039;free&#039;&#039;&#039;; there is no fee to come in, to play, or for any other activity.  The event does not bring any revenue to any organizer or sponsor.  &amp;lt;!--To schedule a game, &#039;&#039;&#039;[http://www.tlucretius.net/ECG/ register online here]&#039;&#039;&#039;.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;[http://www.nationalgamesweek.net/ National Games Week 2007]&#039;&#039;&#039;, organized by [http://www.gamesquarterly.net/ Games Quarterly Magazine], took place on November 18-24 (Thanksgiving week).  Emerald City Gamefest 2007 is currently being organised and will be held on &#039;&#039;&#039;November 24, 2007&#039;&#039;&#039; (Thanksgiving Saturday).  For some feedback about last year&#039;s (2006) Gamefest, scroll to the bottom of the page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Who, When, Where, How...=&lt;br /&gt;
We have role-playing games, board games, miniatures games, card games, etc.  This event is specifically intended for &amp;quot;live&amp;quot; games rather than computer games, although it is alright if you wish to bring your computer and play pick-up LAN games.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHO&#039;&#039;&#039; = Local Participating Community Gamers==&lt;br /&gt;
===Gamer Associations===&lt;br /&gt;
&lt;br /&gt;
* [http://roleplayers.meetup.com/71/ Puget Sound Roleplayers Meetup Group]&lt;br /&gt;
* [http://dnd.meetup.com/192/ Seattle Dungeons &amp;amp; Dragons Meetup Group]&lt;br /&gt;
* [[Seattle Gamers Assemble!]] (SGA)&lt;br /&gt;
* [http://games.groups.yahoo.com/group/thirdplacespielers/ Third Place Gamers]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Sponsors===&lt;br /&gt;
* [http://www.gamesquarterly.net/ Games Quarterly Magazine], organizers of National Games Week &lt;br /&gt;
&amp;lt;!-- * [http://thirdplacecommons.org/ Third Place Commons], where the event will be held --&amp;gt;&lt;br /&gt;
* [http://www.morriganrpg.com/ Morrigan Press], publishers of the Omni System, the new &#039;&#039;Terran Trade Authority RPG&#039;&#039; and the upcoming &#039;&#039;Talislanta 20th Anniversary Edition&#039;&#039;&lt;br /&gt;
* [http://www.exilegames.com/ Exile Game Studio], publishers of &#039;&#039;Hollow Earth Expedition&#039;&#039; and the Ubiquity Roleplaying System&lt;br /&gt;
* [http://www.technomancer-press.com/ Technomancer Press], publishers of low-cost high-adventure RPGs&lt;br /&gt;
* [http://www.lostinseattle.com/LIS/comics/thedreaming.html The Dreaming], friendly local gaming store in the University District&lt;br /&gt;
* [http://www.tritacgames.com/ Tri Tac Games], publishers such RPGs as &#039;&#039;Bureau 13, Fringeworthy&#039;&#039;  and &#039;&#039;FTL: 2448&#039;&#039;, as well as tabletop games like the &#039;&#039;Monster Squash&#039;&#039; line&lt;br /&gt;
* [http://www.thegamematrix.com/ The Game Matrix], friendly local gaming store in Tacoma&lt;br /&gt;
* [http://www.dreamstrands.com/ Dreamstrands Comics], friendly local gaming store in Greenwood&lt;br /&gt;
* Raccoon Creek Games, publishers of the upcoming &#039;&#039;Crossroads RPG&#039;&#039;&lt;br /&gt;
* [http://www.avatar-gaming.com/ Avatar Gaming &amp;amp; Gifts], friendly local gaming store in Everett&lt;br /&gt;
* [http://www.fantasticgamesandtoys.com/ Fantastic Games], the frendly local gaming store in Edmonds&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight], promoting the gaming community in the Greater Seattle Area&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW], the newest gaming convention in Seattle&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;WHEN&#039;&#039;&#039;==&lt;br /&gt;
[[Image:ECG Color11x17 poster 2 5.jpg|thumb|]]&lt;br /&gt;
&lt;br /&gt;
Saturday November 24th, 2007 (Thanksgiving Saturday).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ==&#039;&#039;&#039;WHERE&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Emerald City Gamefest&#039;&#039;&#039; is held at [http://thirdplacecommons.org/ Third Place Commons] in Lake Forest Park.&lt;br /&gt;
&lt;br /&gt;
; Address:&lt;br /&gt;
: [http://maps.google.com/maps?oi=map&amp;amp;q=17171+Bothell+Way+Ne,+Lake+Forest+Park,+WA Lake Forest Park Towne Centre] (click for Google Map)&amp;lt;br&amp;gt;Second Floor&amp;lt;br&amp;gt;17171 Bothell Way NE&amp;lt;br&amp;gt;Lake Forest Park, WA 98155&amp;lt;br&amp;gt;(206) 366-3302&lt;br /&gt;
&lt;br /&gt;
This is a great location: bus service, free parking, free wi-fi access, large tables, and a great food court adjoining the area where we&#039;ll be playing.&lt;br /&gt;
&lt;br /&gt;
===Getting There===&lt;br /&gt;
[[Image:Bus.jpg]]&lt;br /&gt;
====By bus:====&lt;br /&gt;
: [http://transit.metrokc.gov/tops/bus/schedules/s331_1_.html Routes 331 (Metro)] and [http://www.soundtransit.org/x3337.xml 522 (Sound Transit)] stop at Lake Forest Park Towne Centre, and connect to many other routes.  (The stop is Bothell Way NE &amp;amp; Ballinger NE on the schedules.)&lt;br /&gt;
&lt;br /&gt;
====By bicycle:====&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on the Burke-Gilman Trail from the University District.  Travel about 10 miles on the trail until you cross NE 165th St. About 600 feet farther down the trail, cross Bothell Way to your left at the marked crosswalk. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Head east from downtown Bothell on the Sammamish River Trail, which becomes the Burke-Gilman Trail. (It is about 3 miles from downtown Bothell to the shopping center.) After passing Logboom Park (currently under construction), watch for a pedestrian crossing on your right that takes you across Bothell Way. The shopping center is to your left. The games area is on the 2nd floor in the food court.&lt;br /&gt;
&lt;br /&gt;
====By car:====&lt;br /&gt;
; From Points North of Mountlake Terrace:&lt;br /&gt;
: Head south on Interstate 5.  Take the Highway 104 exit and turn left (east).  Travel about 2 miles, Highway 104 (Ballinger Way NE) will dead-end at Bothell Way NE (and Lake Washington).  The shopping center will be at the corner, on your right.&lt;br /&gt;
&lt;br /&gt;
; From Seattle:&lt;br /&gt;
: Head north on Interstate 5.  Take the Highway 522 exit (AKA Lake City Way NE) and turn right (east).  Travel about 4 miles, (Lake City Way NE becomes Bothell Way NE) then the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alternately,&#039;&#039;&#039; get off at the NE 145 St./Highway 523 exit and turn right (east).  Travel about 1.5 mile to Lake City Way NE (Highway 522).  Turn left on Lake City Way (this is the point where Lake City Way NE becomes Bothell Way NE, so you may see a Bothell Way sign first).  The shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104.&lt;br /&gt;
&lt;br /&gt;
; From Shoreline:&lt;br /&gt;
: Head east on any major street, until you reach Highway 522 (Bothell Way NE), turn left (north).  Travel a short distance (&amp;lt;4 miles), and the shopping center will be on your left, immediately before the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
; From the East Side:&lt;br /&gt;
: Take Interstate 405.  Take the 195th St./Beardslee exit and turn left (west); 195th street becomes Bothell Way NE.  Travel about 5 miles, and the shopping center will be on your right, immediately after the corner of Bothell Way NE and Highway 104 (Ballinger Way NE).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Contacting Us==&lt;br /&gt;
If you would like to help with organizing the event, you can sign up with the [http://games.groups.yahoo.com/group/EmeraldCityGamefest/ ECG organizers&#039; mailing list].&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=2006 EVENT=&lt;br /&gt;
&amp;lt;!-- [[Image:Monkey color 4.jpg|thumb|]] --&amp;gt;&lt;br /&gt;
==Games==&lt;br /&gt;
Here are some threads where people talk about their &lt;br /&gt;
&lt;br /&gt;
* [http://dnd.meetup.com/192/calendar/5228237/ Seattle D&amp;amp;D Meetup Group Feedback]&lt;br /&gt;
* [http://roleplayers.meetup.com/71/calendar/5230378/ Puget Sound Roleplayers Meetup Group Feedback]&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Events==&lt;br /&gt;
===Prizes===&lt;br /&gt;
Thanks to our [[#Sponsors|sponsors]], there were door prizes and giveaways throughout the day.  We received well over $1000 in very nice prizes from our sponsors, including board games, role-playing games, and comics (trade paperback), which were distributed in prizes.&lt;br /&gt;
&lt;br /&gt;
===Food Donation Box===&lt;br /&gt;
We partnered with [http://www.northwestharvest.org/ Northwest Harvest] to collect food donations.  We had a big box to drop off nonperishable food items.&lt;br /&gt;
&lt;br /&gt;
=Other Local Conventions=&lt;br /&gt;
* [http://www.avalonconventions.com/conquestnw/ ConQuest NW]: Held in mid-February since 2006.  The next edition is scheduled for February 15-19, 2008 (Presidents Day Weekend)&lt;br /&gt;
* [http://goplaynw.wetpaint.com/ Go Play NW]: Held for the first time this year on June 23-24, 2007&lt;br /&gt;
* [http://www.dragonflight.org/ Dragonflight]: The oldest gaming convention in Seattle.  This year&#039;s edition will be held on August 10th - 12th, 2007&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55626</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55626"/>
		<updated>2007-07-18T23:56:06Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Hellboy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sjgames.com/gurps/lite/ GURPS Lite]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.fudgerpg.com/ FUDGE]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.halfmeme.com/master.html My Life With Master]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.burningwheel.org/about.html Burning Wheel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55625</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55625"/>
		<updated>2007-07-18T23:55:06Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Mythic Greece */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
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: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.fudgerpg.com/ FUDGE]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.halfmeme.com/master.html My Life With Master]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.burningwheel.org/about.html Burning Wheel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55624</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55624"/>
		<updated>2007-07-18T23:54:16Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Our Lady of Perpetual Suffering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.halfmeme.com/master.html My Life With Master]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.burningwheel.org/about.html Burning Wheel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55623</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55623"/>
		<updated>2007-07-18T23:53:02Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Von Goten&amp;#039;s Predicament */&lt;/p&gt;
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&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
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&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
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=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
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=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
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; Additional GM Thoughts&lt;br /&gt;
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=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.burningwheel.org/about.html Burning Wheel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55622</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55622"/>
		<updated>2007-07-18T23:52:29Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Bootleggers &amp;amp; Mobsters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.dog-eared-designs.com/games.html Primetime Adventures] (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55621</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55621"/>
		<updated>2007-07-18T23:51:40Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Keys of Uriel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.sorcerer-rpg.com/ Sorcerer]&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55620</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55620"/>
		<updated>2007-07-18T23:48:56Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Shadow of Yesterday */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
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=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.crngames.com/the_shadow_of_yesterday/index The Shadow of Yesterday]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55619</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55619"/>
		<updated>2007-07-18T23:48:28Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Pantheon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
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: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.hogshead.demon.co.uk/ Pantheon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55618</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55618"/>
		<updated>2007-07-18T23:46:30Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* BPRD (Hellboy) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.arcdream.com/godlike/ Godlike]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55617</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55617"/>
		<updated>2007-07-18T23:45:59Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Miles Christi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
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&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
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=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
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; Additional GM Thoughts&lt;br /&gt;
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=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://fr.wikipedia.org/wiki/Miles_Christi Miles Christi]&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55616</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55616"/>
		<updated>2007-07-18T23:44:32Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Paladin */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://files.crngames.com/cc/paladin/paladin.html Paladin]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55615</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55615"/>
		<updated>2007-07-18T23:43:26Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Pax Draconis */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: Paladin&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.paxdraconis.com/ Pax Draconis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55614</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55614"/>
		<updated>2007-07-18T23:42:49Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Ring of Thieves */&lt;/p&gt;
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&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
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&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
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=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
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=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
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; Additional GM Thoughts&lt;br /&gt;
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=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: Paladin&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pax Draconis&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www222.pair.com/sjohn/risus.htm Risus]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55613</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55613"/>
		<updated>2007-07-18T23:42:18Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Pool */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: Paladin&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pax Draconis&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: Risus&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.randomordercreations.com/thepool.htm The Pool]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55612</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55612"/>
		<updated>2007-07-18T23:41:00Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* Trollbabe */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
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; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: &lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: Paladin&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pax Draconis&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: Risus&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Pool&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55611</id>
		<title>SGA 2003 Archive</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=SGA_2003_Archive&amp;diff=55611"/>
		<updated>2007-07-18T23:40:28Z</updated>

		<summary type="html">&lt;p&gt;Mechante Anemone: /* The Birthplace */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MondayNight logo.gif|frame|]] [[Image:SGA logo.gif|[http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/?yguid=77043035 Seattle Gamers Assemble!] ]]&lt;br /&gt;
&lt;br /&gt;
The following [[Seattle Gamers Assemble!|SGA]] games took place in 2003:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- TEMPLATE - To use, remove comment markers around section immediately below --&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
=Title=&lt;br /&gt;
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; Recaps&lt;br /&gt;
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&lt;br /&gt;
=Hellboy=&lt;br /&gt;
; Game System&lt;br /&gt;
: GURPS Light&lt;br /&gt;
; Pitch&lt;br /&gt;
: Agents of the Bureau of Paranormal Reasearch and Defense investigate strange happenings in the Middle East&lt;br /&gt;
; Game Master&lt;br /&gt;
: Lukas Myhan&lt;br /&gt;
; Players&lt;br /&gt;
: David Drake, Laura, and Joe Jay &lt;br /&gt;
; Characters&lt;br /&gt;
: A changeling/sidhe prince (David), a monastic medium (Laura), and a composite being with immense knowledge and electromagnetic powers (Joe Jay&lt;br /&gt;
; Date&lt;br /&gt;
: October 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;David Drake:&#039;&#039;&#039; Together we investigated a nazi expedition to the Brass City, and there fought a crazed nazi-magi-octagenarian and his rebellious Ifrit, successfully foiling their attempts to unlock ancient double-evil.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=D&amp;amp;D Pit Fight=&lt;br /&gt;
; Game System&lt;br /&gt;
: D&amp;amp;D 3.5&lt;br /&gt;
; Pitch&lt;br /&gt;
: John E. lays down the smack with D&amp;amp;D 3.5 pit fighting. Bring your 12th level character (88,000 gp in equip, 40 character creation points per DMG) and a bag of snails, or pick up a pregen and grab your d20 and go mano a mano.&lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: 6&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: Sept. 15, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
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; Recaps&lt;br /&gt;
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; Player Thoughts&lt;br /&gt;
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=It Came From The Desert=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]&lt;br /&gt;
; Pitch&lt;br /&gt;
:The 4-H club has taken it upon itself to ensure that America&#039;s children experience the blessed rugged heart of America: the Rockies. For a week, you&#039;ve tromped around the mountains with a posse of kids, seeing the spring waterfalls and the mountain goats and the bright, bright mountain stars. Now, you&#039;re exhausted, and it&#039;s time to get home.&lt;br /&gt;
&lt;br /&gt;
:Home is Sweet Creek, Colorado, population 1043, which is, as the sign says, &amp;quot;the Pumpkin Capital of the Foothills.&amp;quot; Sweet Creek is an All-American town. It&#039;s the home of test pilot Buck Drinkwalter and the boxer Harold &amp;quot;Wide Mouth&amp;quot; Mason, and the A-league Sweet Creek Sweets.&lt;br /&gt;
&lt;br /&gt;
:But alas, trouble struck on the road. The five of you -- the cheerleader, the nerd, the reporter, the social studies teacher, and the delinquent*--were riding in the teacher&#039;s Jeep when it blew out a tire. The spare was flat, and Mr. James in the school bus didn&#039;t seem to notice that you weren&#039;t behind him anymore. You had to walk fifteen miles to the next town to get a tow and a new tire, and that was this morning. What should have been a four-hour ride home has taken all day.&lt;br /&gt;
&lt;br /&gt;
:Now, it&#039;s after suppertime, getting close to dark, when you round the last hill before Sweet Creek and see....&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Wilhelm, Alan B., Kate, and others.&lt;br /&gt;
; Characters&lt;br /&gt;
: Alan B. had the teacher.  I believe Wil had a reporter.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, Sept. 15, 2003 in Cardhaus&#039; sweaty back room.&lt;br /&gt;
; Technical Notes&lt;br /&gt;
:This was all miniatures on whiteboards.  The bugs were purchased at Archie McPhee&#039;s.  I had ants and spiders and honeybees and locusts.&lt;br /&gt;
; Recaps&lt;br /&gt;
:The bugs attacked while the flat was half-changed.  There was a bridge involved.  Weapons were improvised from a high-school chem lab.  At one point, the bugs tore a rag top off a car and feasted on the soft, chewy innards.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kate:&#039;&#039;&#039; I thought the &amp;quot;It Came From the Desert&amp;quot; came was five different flavors of fun, personally. I had a great time playing a 1950&#039;s juvenile delinquent rebel-without-a-cause type--James Dean&#039;s girlfriend, that was me--caught in a bad horror movie about giant bugs. There was some great chemistry between me and the nerd; in-party conflict is a lot of fun when it doesn&#039;t actually come to blows (&amp;quot;Roll for initiative, monkey-boy!&amp;quot;)... one of my favorite games ever was just me--a dwarf that was essentially Lara Croft as a midget--and a snotty elvish mage where we spent the majority of the session bantering back and forth and cracking the DM up so bad he could barely run the adventure. (If Joe Zurla&#039;s still on this list, he may remember running that game about a year and a half ago...)  Anyway, so, yeah, that game rawked. *grin*&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Champions=&lt;br /&gt;
; Game System&lt;br /&gt;
: Champions&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Lori&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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&lt;br /&gt;
=Mythic Greece=&lt;br /&gt;
; Game System&lt;br /&gt;
: FUDGE&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Steve Schoenberger&lt;br /&gt;
; Players&lt;br /&gt;
: Andrew, Laura, Autumn, Hunter, Jack, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: September 8, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Steve:&#039;&#039;&#039; &amp;quot;Monty Python and the Golden Fleece&amp;quot;? That&#039;s a clever summary of how we got a bit silly.&lt;br /&gt;
&lt;br /&gt;
:The adventure, when we were on topic, stared with the third Olympic games of the Mythical era, sometime in the Bronze Age, founded by Heracles in honor of the gods, in the western Peloponnese.&lt;br /&gt;
&lt;br /&gt;
:Each of the player characters were contestants, competing in the Heraean Race (a race for young women, in honor of Hera, day 1), the Weight Throw (day 2), the Footrace (for men, though they didn&#039;t object when women horned into it, day 3), Wrestling (day 4), Boxing (day 5), and several unofficial events scattered through the official events -- chariot races, a riding horse race, archery competitions, a bard-oratory contest, and a musical competition (that, in spite of the silliness, somehow managed not to be called the Battle of the Bands).&lt;br /&gt;
&lt;br /&gt;
:In honor of winning some of the competitions, the characters won prizes like giant jugs of olive oil (for the wrestling), barrels of wine (won by the quick-drunk Centaur), a number of Latin slave girls, the services of a sculptor who would make a bronze bust of a winner, and a wagon load of assorted dyes. Of course everyone got the customary laurel wreathes as well.&lt;br /&gt;
&lt;br /&gt;
:An additional prize, offered by a very young prophetess to all of the participants in the games, was a reading of prophecies.  For the player characters, the prophecies seemed similar (after careful interpretation of the meaning) -- &amp;quot;battle&amp;quot;, &amp;quot;battle and glory&amp;quot;, &amp;quot;battle and honor in some place you&#039;ve never heard of&amp;quot;, and &amp;quot;battle and glory in Phoenicia against vast hordes of enemies&amp;quot;. And sure enough, the evening after the prophetess spoke her prophecies, retainers of a minor Phoenician king approached the characters and asked them if they could help him rid his city of a plague of grasshoppers. But not just ordinary grasshoppers -- giant, flesh eating grasshoppers.&lt;br /&gt;
&lt;br /&gt;
:The party agreed, and set out to the Phoenician king&#039;s island, stopping in Knossos Crete, running aground in eastern Crete, Rhodes, Cypress, and finally the king&#039;s island. The harbor was full of ships bringing food to the people, who were hiding from the grasshoppers behind the city walls, trying not to starve.&lt;br /&gt;
&lt;br /&gt;
:The party quickly concluded that the nasty bugs might not like a bit of cold weather, so Tekton the priest of Hephaestus turned his weather machine on the grasshoppers. They turned sluggish in the cold, and people charged out and smashed those in range of the chill. But hordes more were outside the machine&#039;s range, and the machine was out of cold. The party set out to seek a wagon load of the Ever Frozen Ice, from atop the mountain on the island.&lt;br /&gt;
&lt;br /&gt;
:After some planning and much silliness, the party had a plan to get past the hordes of grasshoppers to the mountain -- just charge through in a hurry until they reached the chilly weather on the mountain, and smash the grasshoppers if they tried to grab a bite of flesh. Hictaeon the Centaur was the first to be bitten, but he smashed many with his hooves and skewered many more with his spear. Geirahöd the exiled Valkyrie was unharmed because of her invincible skin, as she pulled a wagon (emptied of the assorted dyes). Astrila the huntress (and champion of chastity) turned herself into a giant eagle, and was also safe from harm. Tekton enclosed his horseless chariot with a safety cage. Polydactylos king of Gla had his thirty common warriors with him, and Melite the precocious Amazon princess had her dozen common Amazon warriors with her, and they fought well, taking minor injuries. Soon the heroes discovered that the bugs considered each other food if they were dead already, so they hacked them up and tossed dead ones around to distract them, and soon they had reached the safety of the cool mountain air.&lt;br /&gt;
&lt;br /&gt;
:On the mountain road, they reached a sign with a drawing of a skull on it. Polydactylos gave a rousing speech to encourage his common warriors past the sign to glory. Soon, Astrila -- still in bird form -- noticed a cave, surrounded by feathers and dung.  Tekton, with his Eyes of Distance Vision device, noticed what he thought was Harpy scat. The party headed up the hill, prepared for a possible attack by Harpies.&lt;br /&gt;
&lt;br /&gt;
:Sure enough Harpies attacked, thinking they had surprised the heroes and their retainers. Being Harpies, they attacked the unfortunate retainers instead of the heroes. Polydactylos managed to distract three of them away from his warriors with a seductive smile, then reached for his spear when three they came into reach. Silly Harpies, you should know better than to think a studly king would be interested in you! The harpies managed to beat up several of the warriors of Gla pretty badly, but the Amazon warriors did better, taking only scratches. Most of the heroes got in some good bow-shots at the Harpies, wearing them down. Finally, Astrila knocked one out of the sky with her eagle talons, and Melite and the Amazons knocked down three more, which were quickly dispatched. That scared off the cowardly Harpies.&lt;br /&gt;
&lt;br /&gt;
:The party continued on up the mountain, and loaded the wagon with the Ever Frozen Ice. They returned down the mountain, and were again attacked by the Harpies, though the first volley of arrows drove them off that time.&lt;br /&gt;
&lt;br /&gt;
:Our heroes reached the grasshopper hordes and activated the great weather machine with the Ever Frozen Ice, making them sluggish as before. Some townspeople shivered behind the walls. Those with warm clothing streamed out of the city to smash the grasshoppers.  The city was saved and all were honored as heroes.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: It was nice to finally get a chance to run this game. All have earned playtest credits, even if the credits never get farther than the next time I print it out for a game session.&lt;br /&gt;
&lt;br /&gt;
: I made no strong attempt at play balance -- the heroes had both the grasshoppers and the Harpies outclassed -- but there were some challenges. The party succeeded easily at thinking up cold as the way to make the grasshopper horde vulnerable, thinking to bring cold weather clothing to the mountain, bringing a wagon for the ice, distracting the grasshoppers with their own dead, and defeating the Harpies without losing any common warriors.  They missed the idea of telling the people in the city to ready themselves for the cold, and while they didn&#039;t think about how they&#039;d be safe from them in the mountain cold they did hurry through it. Since none of the common warriors died, there was no need to protect the corpse from being devoured or defiled by the Harpies. I forgot that the Harpies would presume that the wagon load ice was a treasure worth spoiling. In our rush, I also forgot that the story was supposed to include camping out on the mountain side.&lt;br /&gt;
&lt;br /&gt;
: I found the Olympics introduction in a 1988 gaming book titled Mythic Greece, wrote up the carnivorous grasshopper adventure in advance, and improvised the kind of lame sea voyage part on the spot. The weird Olympic prizes were also improvisations.  I hope it was all fun for everyone, and not just for the silly&lt;br /&gt;
bits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Goblin Smackdown=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.anvilwerks.com/index.php/Donjon Donjon]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Anvilwerks&#039; &amp;quot;make it up as you go&amp;quot; paen to old skool dungeon crawling. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David, Lukas, Steve Schoenberger, Frank, Jen, and Kate&lt;br /&gt;
; Characters&lt;br /&gt;
: Zarawein, Paladin of Laying Down the Smack, er, I mean Justice (Kate); Domingo the Swashbuckler; Hubrick the Grim, multiclass Jester/Warrior (Steve); Kylie the Thief (Jen); Red, the foxy elementalist (David); and Lukas, U(and some consonants), the Trollish Thief&lt;br /&gt;
; Date&lt;br /&gt;
: September 1, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The characters were sent on a mission to save the infant son of King Kessel from the evil wizard Herzl and his goblin minion. Much random violence ensued. There was scrilla for all.&lt;br /&gt;
&lt;br /&gt;
: Best scene of the night: Oldga the adultrous Ogress, being tricked into swigging down a vial of poison on the understanding that it was a potion of invulnerability. It had absolutely no effect. &amp;quot;Hah little man! Now you should flee! You cannot hurt Olga!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Blue Gender=&lt;br /&gt;
; Game System&lt;br /&gt;
: BESM&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Abe Torres&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, David, Jason, and ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Blue Gender is military SF in the anime style, and we had to rescue a little girl from an abandoned lab while being menaced by big blue bugs. Very chaotic, but we had a good time!&lt;br /&gt;
&lt;br /&gt;
: BTW, I&#039;d just like to let everyone know that Abe makes the coolest character sheets ever! They added alot to the conveying the feel of the setting and the style of the story.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Jason:&#039;&#039;&#039; I wanted to chime in and say that I had a blast last night. I am sorry I had to swoop out early, my wifey senses were tingling. It was much fun to get back into gaming, thank you all for being patient with me. On another note, I really am not normally bossy, I was trying to play the character as best I could.  I never play the guy in charge, I thought it would be a change of pace... I just hope it does not mark me as a pushy-pete. I will definately try and make next monday as well. I love the idea of trying new games.  Thanks to all!!!! I hope to see ya again soon!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I would like to thank everyone who played in my game, as I have been dying to try it out. I got some great feedback and I now know it is a two maybe three part adventure.&lt;br /&gt;
&lt;br /&gt;
:I was very impressed by how well you guys worked as team to give the PCs the best chance of success (aka survival) and only suffered one PC death.&lt;br /&gt;
&lt;br /&gt;
:You had a little luck in one of the first Blue being shocked but you all still did very well. I loved how when the one PC died and ran the little girl, everyone except one other PC keep refering to her as the &amp;quot;Package&amp;quot;. Oh and sorry for the sniper attack, believe me it was in the scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Our Lady of Perpetual Suffering=&lt;br /&gt;
; Game System&lt;br /&gt;
: My Life With Master&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Eric, Donald, Lukas, and Michelle&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 25, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game took place in an isolated Catholic Boarding School and the Master was an 8 year old evil super genius trying to implant mind control devices in people.&lt;br /&gt;
&lt;br /&gt;
:Some Favorite Scenes&lt;br /&gt;
&lt;br /&gt;
:Walter the handymany was ordered to pick up a delivery at the back door and kill anyone who saw it. He found his connection Bobby, a student, near the back door. Just as he finished rolling for a more human connection, the delivery man arrives and puts a box on the stoop. Bobby asks &amp;quot;What&#039;s that Mr. Knecht?&amp;quot; Who do you think Walter killed? Who had to watch?&lt;br /&gt;
&lt;br /&gt;
:After battering Eddy, the jock, Luthyr, the goth kid, hides in the bathroom. He finds his friend Olaf, the foreign student, smoking a cigarette and convinces him to hide. The stand on toilets in stalls. Eddy arrives, finds Olaf. While Luthyr crouches in his stall, Eddy drubs the unfortunate NPC. However, when Eddy tires of that, he tries another stall and Luthor burst out, knocking Eddy back against a sink. Eddy lies dead, a pool of blood spreading. &amp;quot;I did it for you, Olaf!&amp;quot;&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, Franklin and Luke&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 11, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; we did play another rousing game of Universalis. Near the end of the game Mercury watched and we attempted to recruit him into the SGA. Perhaps he will join soon.&lt;br /&gt;
&lt;br /&gt;
: Our story was all about zombies. The game tennants were...&lt;br /&gt;
&lt;br /&gt;
:1. The main setting would be a large mansion&lt;br /&gt;
:2. The story would have to include zombies&lt;br /&gt;
:3. The characters would be horror movie cliches&lt;br /&gt;
:4. There would be a token black guy&lt;br /&gt;
:5. Only one non-zombie would survive and at the end of the game the survivor would have to be speaking like John Wayne.&lt;br /&gt;
&lt;br /&gt;
:The lone survivor turned out to be Leon, the token black guy who had been injected with an anti-zombification vaccine with one of its side effects being a John Wayne accent. The zombies that survived included Brunhilda The Uber Super Zombie with fashion sense and Muffy the Cheerleader Zombie who turned out to be Leon&#039;s ex-girlfriend. The zombies were left free to try and take over the world, or just go out and eat brains.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Dust Devils=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: Monday the 4th, I will offer a game of &amp;quot;Dust Devils&amp;quot; for any cowpokes that have the gumption to mosey on down and belly up to the table. Bring your best steely grimace and a pack of cards.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: August 4, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Elfs=&lt;br /&gt;
; Game System&lt;br /&gt;
: Elfs&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Alan ran a&lt;br /&gt;
wacky game of Elfs, involving a wizard&#039;s hash pipe, spectres in the privy, a variety of sandwiches, and extra-planar hijinks. I&#039;d just like to point out that my character, Umslopagus, might wizard that he was, managed to find the Eye of Vecna (in a pot of soup!), although later he lost it. David and Lukas, tawdry little fellows though they were, managed to assist my efforts, or at least not bollix them up totally. Bravo everyone. Clap. Clap.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=OtherKind=&lt;br /&gt;
; Game System&lt;br /&gt;
: OtherKind&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: 5&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: July 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I actually wound up with five players, and I was terrified, but it was a blast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Exalted=&lt;br /&gt;
; Game System&lt;br /&gt;
: Exalted&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: David&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Laura, &lt;br /&gt;
; Characters&lt;br /&gt;
: 5&lt;br /&gt;
; Date&lt;br /&gt;
: June 30, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; A shout out to David for running a 5 player demo of Exalted yesterday night, and giving us a great taste of the system and the flavor. That&#039;s what Monday nights are all about!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yes, I had a good time. Thanks, David!&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Trollbabe=&lt;br /&gt;
; Game System&lt;br /&gt;
: Trollbabe&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Franklin&lt;br /&gt;
; Characters&lt;br /&gt;
: Frigga, a 6&#039;8&amp;quot; trollbabe focused on nature magic (Laura), Torsha, a sexy troll (Franklin)&lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Frigga&#039;s first&lt;br /&gt;
scene started out collecting magical herbs on the hill known as hairy top. She ended up startling a human sorcerress called Mina, who ran off to get her male friends. Frigga avoided confrontration with the armed humans by blending with the Earth. She had to dig in deeper after sneezing and waited for Mina to finish gathering herbs after the men left. Finally she snuck down the other side of the hill and went to see where the men had gone.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Torsha started out at the mystical stone table. She spotted an male troll chanting in Trollish to the tree spirits. She struck up a conversation with him and offered to make dinner. Had, the old troll, decided to end his fast and proceeded to share roasted bird and told Torsha about the humans that kept wandering around looking for treasure. Torsha asked him which way the humans went and after failing to convince him to come with her went off North in search of the humans.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to sneak up on the human camp but ended up tripping and falling and making a lot of noise. The three human men Kelly, Greg, and an unamed fellow came up on her and mananged to capture her without too much trouble.&lt;br /&gt;
&lt;br /&gt;
:Torsha saw Frigga being captured and tried to distract the humans by making one of them let off a might fart. The spell backfired on her and she farted, calling attention to herself. Two of the men went to investigate leaving Kelly with his spear pointed at Frigga&#039;s back.  Torsha managed to sneak around and get the drop on the two men.  However her first few attempts at whacking them with her weapon led to her getting it caught in the trees and then blocked by one of the men&#039;s swords. Her slightly clumsy attempts at combat made the men burst into laughter. Had suddenly arrived with Torsha&#039;s frying pan and distracted the men enough for Torsha to kill one of them with the chains that connected the two pieces of her staff together.&lt;br /&gt;
&lt;br /&gt;
:Frigga was being poked in the back by Kelly&#039;s spear and finally got mad about it. She called on the spirit of a nearby tree and it dropped a branch that knocked him to the ground. She then was able to pull his spear away.&lt;br /&gt;
&lt;br /&gt;
:Torsha meanwhile disarmed the final human and he mangaged to run away.  Frigga didn&#039;t persue Kelly either. Had declined going with them to find the human&#039;s camp. He laughed at Torsha&#039;s suggestion and went home, leaving the frying pan.&lt;br /&gt;
&lt;br /&gt;
:Torsha and Frigga found the human camp. They heard noised coming from a tired bag. Frigga said, &amp;quot;I think there&#039;s a person in there.&amp;quot;  Torsha then hit the bag a few times with her staff causing a few moans from it. She then opened it up and found a small troll with a big head. She closed the sack and said, &amp;quot;Nope, no person in there, just a troll.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&amp;quot;Aren&#039;t you going to let him out?&amp;quot; Frigga asked.&lt;br /&gt;
&lt;br /&gt;
:So Torsha let Lor out of the bag. He looked hungry so Frigga gave him a biscut. Torsha decided it was time for another meal so they raided the camp for food and did some quick cooking. Lor ate his share, but then started sniffing around the camp. He found a small yellow object and swallowed it.&lt;br /&gt;
&lt;br /&gt;
:The troll babes realized that it was gold and got the story out of Lor that he was stolen from his mom by humans and used as a gold finder. The human camp only had a little bit of gold in it. Torsha made one of the human&#039;s chain shirts fit Lor and then they proceeded on a gold hunt. Frigga used her magic to track Lor.&lt;br /&gt;
&lt;br /&gt;
:After some distractions Frigga lost Lor and sorcerres Mina showed up again. Torsha started eating her magic herbs, and Mina threw them in her face then started to cast a spell. Frigga decided to use wind to shield her friend and ended up helping Mina fly away.&lt;br /&gt;
&lt;br /&gt;
:They then decided to go looking for Lor again. After a bit of wandering about in the woods they smelled venison cooking and found their way to a woodsmen&#039;s long house. Torsha knocked on the door and managed to convince one of the woodsman to let them in using her sexiness and a bottle of ale found back at the human&#039;s camp.&lt;br /&gt;
&lt;br /&gt;
:When they entered the building they realized that the two human men and Mina were also visiting. The trollbabes had some venison and then noticed Mina trying to sneak out with a sack.  There was a knock on the door and Frigga went to get it. The new visitor was a large female troll who was looking for her kidnapped son.&lt;br /&gt;
&lt;br /&gt;
:Frigga tried to freezed Mina before she could do anymore magic but failed to stop her from casting a spell on herself, the sack, and the two men. Torsha was holding onto Greg, but lost him when Kelly attacked her with a spear. Frigga managed to dispell the protective spell Mina cast, but didn&#039;t stop her from casting some necromancy that killed the Troll Mom. Torsha had managed to hit the table causing the sack with Lor in it to fall to the ground. Lor came out and then hid in a corner, crying about his mom.&lt;br /&gt;
&lt;br /&gt;
:Greg and Kelly took the distraction as a chance to run away, never to be seen again.&lt;br /&gt;
&lt;br /&gt;
:Torsha then tortured Mina trying to see if she could bring the Troll back to life. It turned out that she couldn&#039;t, she could only make her undead. Frigga thought that she could bring her back to life if they went to the stone table. Mina and some of the woodsmen carried the Troll back to the table. Had showed up and helped Frigga with her ritual to bring the Mom back.&lt;br /&gt;
&lt;br /&gt;
:First Frigga spoke to the God of death and asked him to bring the troll&#039;s spirit back to the world. Then she had to convince the spirit to rejoin with her body. After some reluctant assistance from Lor, this was done. Finally Frigga painted runes on the body and managed to put the spirit and body back together. There was a hapy reunion between mother and son. Frigga gave some of her blood in a ritual of thanks to the God of Death.&lt;br /&gt;
&lt;br /&gt;
:Everyone headed to the local human fishing village where the village elder sat as judge on Mina. Torsha used her more violent persuasive abilities to agrue for the death penalty. After some threats form Mina of a curse and some more physical threats from Torsha, the elder decided that they would burn the sorceres.&lt;br /&gt;
&lt;br /&gt;
:Boy a lot happned in two and a half hours :)&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Von Goten&#039;s Predicament=&lt;br /&gt;
; Game System&lt;br /&gt;
: Burning Wheel&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: David and Lukas&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: June 23, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I took my first chance to spin The Wheel tonight, running the demo adventure available from the website (and kindly included in printed form with my copy of the game).  The venue was SGA Monday Night gaming.&lt;br /&gt;
&lt;br /&gt;
:The players were David and Lucas, new both to BW, and the Monday night group.  I provided them with the pregenerated sample characters from the BW website, as well a cheat sheat explaining the basic skill mechanic and listing regular and martial actions that I pasted up from a printout of the GM screen (available where you might expect).  Gotta give Luke props for the amount of support material he&#039;s made available.  Lucas selected Quenesh the Elf (who is also found in the rulebook) and David took Peter the Priest.&lt;br /&gt;
&lt;br /&gt;
:The sample adventure focuses primarily on tactical problem solving (the adventurers must rescue the titular von Goten from the roof of a farmhouse full of orcs, with only an hour to go before sunset), so it doesn&#039;t give a whole lot of room for the character exploration that I think is one particular strength of BW.  Nonetheless, both players immediately fell into character, and grabbed the opportunity to engage in some in character banter, which pleased me to no end.&lt;br /&gt;
&lt;br /&gt;
:The two characters selected were not the most combat heavy, so I set the opposition at 4 Goblin Sun-Blotters (archers) and the Knower of Secrets, an Orcish Shaman.   Fortunately, the players realized they were outmatched, and looked for clever solutions, with the Elf scouting the farm house, and the Priest attempting to recruit the assistance of local folk with firey preaching (very well role-played by David).&lt;br /&gt;
&lt;br /&gt;
:The Priest eventually persuaded the local carpenters to build some large movable barricades, but unforunately some poor rolling on the oratory left him with very few men actually willing to carry the barricades forward against orcish arrows.  The Elf meanwhile set himself in ambush, hoping to catch a few unwary goblins with arrow while they were distracted by the approach of the barricades.&lt;br /&gt;
&lt;br /&gt;
:We quickly learned how deadly BW combat can be, when after several rounds of arrow fire, the elf was brought down by very lucky shaft from one of the sun blotters (B10 hit!).  However, he had given the priest and the two young men brave enough to stick around time to bring their barricade up against the front door, where they held it in place while von Goten climbed off the roof, and then set fire to the farmhouse.&lt;br /&gt;
&lt;br /&gt;
:Only the Knower made it out of the conflagration.  I had already plotted him climbing out a window despite the sunlight to try and sneak up and lay a magic whammy on the people at the front door.  So the ending was a desparate fist fight between the Knower, the Priest, the one youth who aced his Steel Test at seeing a real live Orc, and the very wounded von Goten.  The Orc eventually succumed to nicks and pummeling, but did managed to slap the Priest with his Black Rust spell, which the doughty father was fortunately tough enough to survive.&lt;br /&gt;
&lt;br /&gt;
:The dying Quenesh was found on the rock pile at the back of the house, and a successful Minor Miracle from the Priest managed to pull him back from the brink.  And that was that.  Playing throught the demo took a little over two hours.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Lukas:&#039;&#039;&#039; I was one of the players in this demo (Quenesh), and I just wanted to say that David and I both greatly enjoyed the experience. While there were frustrating moments, it was a refreshing change of pace from most of the games we&#039;ve played in the recent past. And many of our frustrations resulted from either poor dice rolling (which can happen in any game) or lack of knowledge concerning the system.&lt;br /&gt;
&lt;br /&gt;
:For instance, I assumed that there had to be some sort of &amp;quot;recharge time&amp;quot; with trying to use Threne of the Chamelion - i.e. I didn&#039;t think I could just keep rolling until I succeeded. Also, I made the mistake of assuming that simply because I was an elven ranger that I would be a crack shot with my bow. Not being familiar with the system, I had nothing with which to compare my character sheet&#039;s numbers in order to determine my relative level of skill.&lt;br /&gt;
&lt;br /&gt;
:In any case, I found it interesting and enjoyable enough that I ordered the books Monday night after I got home, so that I could look it over in more detail. It&#039;s definitely something that I would be interested in looking at for a long-term game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Now for some general comments.  First of all, I tried to play the system as close to written as I could, with the exception that I used Luke&#039;s new Artha system, because it just makes way more sense than the one in the book.  I started the characters with 2 fate and one persona point, which they definitely needed.  The various comments from experienced players about the need for Artha to keep you alive are right on the money.&lt;br /&gt;
&lt;br /&gt;
:BW is definately a system that will take a certain amount of experience to gain fluency with.  I definitely had to resort to more flipping through the rule books than I am normally comfortable with.  One handy chart that is not on the GM screen that I&#039;m going to make for myself before next time is a list of the Martial manuevers showing the source of the test dice for each one.  i.e. Avoid dice are from Speed, Lock is Power vs. Agility or Power, etc.  I spent alot of time looking these up.  I&#039;m sure after a while, you&#039;ll memorize them, but it&#039;s going to take practice.&lt;br /&gt;
&lt;br /&gt;
:Unfortunately in the process of trying to keep the rules straight, I kept forgetting to look for opportunities to give the characters Artha.  There were some really nice RP moments where I could have doled out a few more fate points, but didn&#039;t think of it.  My sense is that a BW GM should not fear having a fairly free hand with the Artha.   It&#039;ll all get used at the end of the day :)&lt;br /&gt;
&lt;br /&gt;
:As I suspected, scripting was the hard sell.  Neither player was actually ever willing to write their own script.  I put part of the reluctance down to unfamiliarity with their options, and party down to the fact that &amp;quot;plotting your moves&amp;quot; is a very alien concept to most RPG players.  I resorted to &amp;quot;interviewing&amp;quot; the players and writing down scripts for them, then playing them out and letting them know what was going on and when to roll dice.  It worked out okay.  And I must say, even with my lack of fluency and need to flip through books, the combat actually played out fairly quickly.  My biggest fear was that the fine grained system would bog down, but that did not happen.  I did notice however that the system can get stuck in situations where two sides are flailing away at each other for several rounds until somebody finally gets a lucky roll.&lt;br /&gt;
&lt;br /&gt;
:Despite the level of detail, I found the system fairly consistent in its use of mechanics, so that I was able to deduce the right way to apply them in many situation without having to resort to too much page flipping.&lt;br /&gt;
&lt;br /&gt;
:The players picked up pretty quickly on the idea of working on ways to lower their obstacle or get more dice by combining skills.  The biggest problem we had in this area was finding ways to boost the Priests faith.  The prayer obstacles begin at 4, which are pretty steep for starting character with Faith 5.  In fact, the poor priest failed every prayer roll he made except the last.  And even that was strictly speaking a failure, but the fact that he managed to squeeze two extra successes out of his lone initial six, caused me to declare it a success anyway.  What&#039;s a poor priest to do?&lt;br /&gt;
&lt;br /&gt;
:One other random mistake I made was mostly forgetting to roll armor dice for the orcs (the players had none), but the players needed all the help they could get.  The one time I did remember, it negated the one excellent shot Quenesh managed to get in, which felt rather cheap.&lt;br /&gt;
&lt;br /&gt;
:Final analysis?  BW was not an overwhelming hit, at least for this crowd, although the players did seem to like it okay.  David remarked that he enjoyed the &amp;quot;gritty&amp;quot; feel of the world and the system, while Lucas was interested in the skill and attribute development mechanic.  I think BW would play best with folks who are looking for some serious simulationism, and are willing to take on the necessary attention to detail and bookkeeping.  And, while the one-shot was fun, I think BW needs to be played as a campaign to be truely appreciated.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: June 16, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yet another rousing game of Universalis was on the menu Monday. The tenents were postapocyoliptic pirates in the SouthWestern United States with romance and no technology beyond the 19th century. The brave Jane three eyes set off in her ship the Silver Cloud on their way to CrossPlanes to get food for the city on the Mesa.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile at the Miser&#039;s algae farm not far from Crossplanes the Airship Red Raven captained by Martin stole the algae crop in order to give it away to the people.&lt;br /&gt;
&lt;br /&gt;
:The submarine known as the Kraken later did battle with the Silver cloud and Captain Cortez, actually the Miser, and his crew captured everyone aboard the Sliver Cloud except for Janey&#039;s little brother Tomm and the bartender/mechanic Jimmy. The Red Raven was not able to stop this despite the brave men manning the guns. They did rescue Tom from the disabled Silver Cloud and Jimmy from the Ocean.&lt;br /&gt;
&lt;br /&gt;
:They watched as the Kraken dove and hurried away to it&#039;s secret base.  Fortunately one of the Kraken&#039;s crew had fallen in love with first sight with Tom and she told him where the Kraken was headed. He convined Captain Martin to go after the Kraken. Jimmy had an idea for a man-powered bomb and volunteered to be the one to pilot it to the Kraken in order to force it to the surface.&lt;br /&gt;
&lt;br /&gt;
:The crew member who loved Tom saw the Silver Cloud coming and launched herself in her attack glider off the deck of the Kraken, leaving behind a bomb on the slingshot used for launching gliders. Tom saw her and launched himself in his own glider to help. Some trigger happy men on the Red Raven started shooting early.&lt;br /&gt;
&lt;br /&gt;
:Then all hell broke loose as another Kraken crew member launched into the sky pushed by the explosion, Jimmy piloted the bomb towards the Kraken, the prisoners inside led by Jane fought to escape, Captain Cortez contemplated his dead wife and hoped to at least see her grave one last time.&lt;br /&gt;
&lt;br /&gt;
:After a fairly short battle The crew of the Red Raven, Tom and his love, and Jane and the remaining crew of the Silver Cloud were victorius. They captured the Kraken and its crew, but allowed Captain Cortez to set off towards his sunken base so that he could visit the grave of his wife.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Tunnels &amp;amp; Trolls=&lt;br /&gt;
; Game System&lt;br /&gt;
: Tunnels &amp;amp; Trolls&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Borselli &lt;br /&gt;
; Players&lt;br /&gt;
: Alan, Laura, Eric, and James&lt;br /&gt;
; Characters&lt;br /&gt;
: Randolf the Troll Wizard (Alan), Daisy the Hobbit Rogue (Laura), Spike, the flying Faerie Wizard (Eric), and Sstuart the Sserp Warrior (Sserps are giant sentient snakes) (James)&lt;br /&gt;
; Date&lt;br /&gt;
: June 9, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; All told, it went pretty well. I brought along visual aids (dungeon tiles) that helped quite well, IMHO (and fulfilled a need of mine to actually USE them).&lt;br /&gt;
&lt;br /&gt;
:After a quick character creation and equipage, I ran them through some of the basics for T&amp;amp;T: saving rolls, combat rules, missile rules.&lt;br /&gt;
&lt;br /&gt;
:The Adventure of the Evening started with a friend of theirs (&amp;quot;Give me a name&amp;quot; &amp;quot;George&amp;quot; &amp;quot;Give me a race&amp;quot; &amp;quot;Elf&amp;quot;), George the Elf, lost in a dungeon called the Ring Vaults. George owed the PCs money, but was still looked upon favorably by most of them.  When his wife came to the PCs and explained he had disappeared in the Ring Vaults, they decided to go look for him. &lt;br /&gt;
&lt;br /&gt;
:The Ring Vaults are old goblin vaults. What Randolf the Troll Wizard remembered was: All the vaults are connected with each other by mining tracks, there are over 100,000 vaults, vaults range in size of very small (5&amp;quot; x 5&amp;quot;) to very large, there are three kinds of vault doors (normal doors with locks, magic goblin locks which will suck you into the vault if you touch the door, and secret door vaults), and the Vaults are over 10,000 years old.&lt;br /&gt;
&lt;br /&gt;
: Over the course of the adventure, they discovered A Magic Skull of Unknown Power (TM); interrupted a goblin meeting (Goblin Local #5) not once, not twice, but three times; avoided rolling their cart off a very steep track; looted the dead who had plunged off the steep track (finding a magical bronze gladius and magic faerie dust in the swag); fought a giant spider (where the Hobbit knocked the Sserp unconscious with her blowgun dart); climbed up a cavern wall into a different part of the Vaults; crossed a room of multiple rope bridges with what sounded like lava far below; got sucked through a magic goblin door as a group, sacrificed the magic skull to a magic fire, and FINALLY found George in a room with an acid pit and 10 guardian skeletons.  After a brief battle with the skeletons (they were tough, but the party prevailed), and reviving George from magic induced sleep, the PCs then proceeded to loot the room, finding more magic and gold.&lt;br /&gt;
&lt;br /&gt;
: All told, the adventure went well. Over the course of the game, George became more alive as the players talked about him, his quirks, how bad he was at cards, the boots Randolf chewed on, how his wife was nice. It was a good interaction, especially since he didn&#039;t show up until the end.&lt;br /&gt;
&lt;br /&gt;
: Thanks to everyone for their time, even with/despite the very primative combat rules!&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; The game was a blast, Matt. I&#039;m glad to finally get a chance to play T&amp;amp;T.&lt;br /&gt;
&lt;br /&gt;
:I love James&#039; drawing of Ssstewart with a miner&#039;s lamp-hat, segmented bronze armor and a giant handy-man&#039;s hammer wrapped in his tail.&lt;br /&gt;
&lt;br /&gt;
:I had fun interupting the goblin meeting. I thought the game in general lent itself to humor. Makes me want to whip up a dungeon and find some suckers! Much fun!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Yeah, James&#039; picture was great.  I also had a lot of fun. My characters full name was Daisy Butterchurn. I think she would fit in with the thread on usually characters acting &amp;quot;evil.&amp;quot; My idea is that she looked like an innocent little hobbit, but would really steal your gold teeth while you were still using them.&lt;br /&gt;
&lt;br /&gt;
: We also had the punk Fairy Spike. Eric kept saying he must be the least charismatic fairy ever.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Bootleggers &amp;amp; Mobsters=&lt;br /&gt;
; Game System&lt;br /&gt;
: Primetime Adventures (playtest version)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Matt Wilson&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 26, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Thanks to Matt Wilson for running us through a playtest of his &#039;&#039;Prime Time Adventures&#039;&#039; game. PTA lets you play pretty much any genre, with the conceit being that you are character on a weekly telvision action/drama/adventure serial. In this case, we had 1920&#039;s bootleggers &amp;amp; mobsters in Chicago, and managed to a very good time with exciting car chases, swanky jazz parties at the Lexington Hotel, and lots of people speaking in really bad east coast accents.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; I think Matt has the core of a really solid game here, and I look forward to seeing how it develops.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=TORG=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.westendgames.com/torg/indextorg.html TORG]&lt;br /&gt;
; Pitch&lt;br /&gt;
:Anybody up for Monday TORG?&lt;br /&gt;
:There&#039;ll be jungle mist, monster trucks, one of those big firefighting seaplanes, dinosaurs, a mountain lake hideaway, an Egyptian megalomaniac, ticking bombs, shootouts, swordfights, and, provisionally, syphillis.&lt;br /&gt;
:Characters will be provided. All you need bring is a d20.&lt;br /&gt;
::&amp;lt;blockquote style=&amp;quot;background:aliceblue; border:1px solid black; padding:1em&amp;quot;&amp;gt;Syphilis?  I have no goddamn idea what I was thinking when I sent this out.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
; Game Master&lt;br /&gt;
:Johnzo&lt;br /&gt;
; Players&lt;br /&gt;
:Laura, Matt Wilson, Matt Borselli, and others. &lt;br /&gt;
; Characters&lt;br /&gt;
: A bunch of templated guys.  I remember there was a lizardman and a mountie.  Maybe a wizard too.&lt;br /&gt;
; Date&lt;br /&gt;
: Monday, May 19, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: There wasn&#039;t much to this scenario.  It was just a tryout of the rules with several combat scenes, seeing how the oddball cards worked, etc.  The rules seemed to work fine.&lt;br /&gt;
: The only concrete thing I remember was that the lizardman came with a minigun that did completely ridiculous damage--it sawed a tyranosaur in half with one shot.  Plus there was a helicopter shootdown too.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I must say that I had a great time! As Keebler the Edinos, I got a good grasp of the system (Yet another that I must pick up, I fear).  And while poor Keebler took the final plunge in the plane, he was happy to see his companions Simon (the gadgeteer) and Holfgate (the Victorian big game hunter) parachute to safety.&lt;br /&gt;
&lt;br /&gt;
:Especially memorable moments:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie of the Royal Canadian Mounted Police ramming a halftrack with the PCs transport (a bus).&lt;br /&gt;
** Simon rescuing a wounded man while utilizing his invisiblility device.&lt;br /&gt;
** Sgt. McKensie calling for the bad guys to surrender as Holfgate blows one away with his elephant gun.&lt;br /&gt;
** Keebler taking out a T Rex with the minigun amidst an Edinos attack.&lt;br /&gt;
** Phenomenal rolls by the Mage with psychic abilities.&lt;br /&gt;
** Simon and Holfgate clamoring aboard the plane and confronting Dr. Zarkon, while Keebler and the Mage try again and again to bring the plane down!&lt;br /&gt;
** Keebler jumping on the front nose of the plane and lobbing grenades into the cockpit (only one of which the co-pilot missed - to his detriment).&lt;br /&gt;
** Sgt. McKensie facing off alone against a tank!&lt;br /&gt;
** The vicious fight between Dr. Zarkon and Holfgate. Holfgate stabs Zarkon and Zarkon strangles Holfgate with his bare hands!&lt;br /&gt;
** Simon disarming the deadly bomb while sparring with Dr. Zarkon, culminating with Simon leaping from the plane with an unconscious Holfgate as the plane with Dr. Zarkon and Keebler plunges to the jungle below.&lt;br /&gt;
&lt;br /&gt;
: Will Zarkon be back? That&#039;s up to Johnzo . . . .&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I also had a lot of fun. I noticed that there seemed to be a big advantage to playing someone from the particular curio? we were fighting in. Since Simon new the technology and the language he was able to do a lot.&lt;br /&gt;
&lt;br /&gt;
: I was sorry that Allan&#039;s Mage character ended up not being able to do much at the end of the game.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Matt W.:&#039;&#039;&#039; Hey Matt, you forgot one:&lt;br /&gt;
&lt;br /&gt;
** Sgt. McKensie - writing the words of a sermon that no one will hear.&lt;br /&gt;
&lt;br /&gt;
:I had a few beefs with Torg showing it&#039;s kludgy age, but I did think it was pretty smooth the way Johnzo slipped Laura&#039;s &amp;quot;Personal Stake&amp;quot; card in as a subplot.&lt;br /&gt;
&lt;br /&gt;
:I think it would be cool to have a card deck that&#039;s purely subplots.&lt;br /&gt;
&lt;br /&gt;
:The card deck in general was pretty interesting, though I think I&#039;d tweak it to allow a broader definition of approved actions (for example, I&#039;d have &amp;quot;maneuver&amp;quot; mean any sort of strategic movement), so that players aren&#039;t doing dumb things just to get cards.&lt;br /&gt;
&lt;br /&gt;
:And as far as the deck determining initiative, I warmed up to it fairly well. I didn&#039;t use it for that when I ran Shatterzone, but I think I would if for some reason I ever ran that game again.&lt;br /&gt;
&lt;br /&gt;
:Johnzo says he&#039;d consider running Torg with the Hero Wars rules. I&#039;d be up for that.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:Torg had long been a bridesmaid game of mine so it was fun to try it out.  Maybe TORG in 2006?&lt;br /&gt;
&lt;br /&gt;
=Hounds Towers (2nd run)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Clinton, Matt Borselli&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt B.:&#039;&#039;&#039; I would like to say that I had a great time at the Monday meet. I joined Alan, Laura and Clinton in playing Hero Wars. Alan presented a very good game. Since that was the first time for me playing Hero Wars and attending the Monday meet, it was exciting. I love the system and will be checking out the new Hero Quest (Hero Wars v2.0?) when it comes out next month.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Blackbirds=&lt;br /&gt;
; Game System&lt;br /&gt;
: &lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: &lt;br /&gt;
; Players&lt;br /&gt;
: Matt Wilson, John&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 12, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Birthplace=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
: My episode of Trollbabe is the first one I&#039;ll be running at a larger Scale than normal, with the fate of an entire village in the balance. The episode title is &amp;quot;The Birthplace,&amp;quot; and it is set in the far north of the world, in one of the coldest, most majestic areas possible. The local ice trolls proclaim that the tiny human outpost of Svalbard is threatened by an imminent volcano eruption, although the humans think that&#039;s hogwash.  Meanwhile, a darker menace rides in on the waves of the Knife Sea. Expect lots of fire, ice, magic, and death.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, John Harper, Alan Barclay, Saffron&lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), a short but wide dark-green trollbabe, fearless in nature and ready for any challenge. She began on the Lady Elise, riding with Captain Miles and Dmitri.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), a nature-loving leafy green trollbabe who&#039;d been seeking the Egg of Fertility, which worked into the adventure extremely well. She began on the nearby island of Bjørnøya, literally &amp;quot;Bear Island,&amp;quot; a huge floating ice sheet covered with polar bears.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Helga&#039;&#039; (Saffron), a tiny (for a trollbabe), scrawny bookish trollbabe in search of mysteries, who began in the village of Svalbard.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Thana&#039;&#039; (John Harper), the weirdest-looking trollbabe you ever saw: red skin, with black hair in a mohawk, tiny devil horns, scarred all over, and two huge wicked knives. She intensely disliked humans and began on top of Mother Fire, with the trolls.&lt;br /&gt;
&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; This adventure had quite a bit more prep than my last one, Trollbabe &#039;n&#039; chicken. It was my first adventure at the &amp;quot;organized group&amp;quot; scale, and I knew I&#039;d probably have four player characters, so this time I sketched out a page of NPCs, each with about two lines of description and motivation, along with a map, a half page of ideas for Bangs, and a page of random human and troll names. Still, that was only about an hour prep time, so Trollbabe&#039;s still my recommendation for the harried GM.&lt;br /&gt;
&lt;br /&gt;
: The adventure was set in the very far north reaches of the world, a land of ice, snow, bears, wolves, aurora borealis, and the most fun: volcanoes. The tiny (about 35 people) human outpost of Svalbard was being threatened by the imminent eruption of a volcano they called The Smoking Mountain and the local trolls called Mother Fire. The humans didn&#039;t believe the mountain would erupt - it&#039;d been smoking since they&#039;d first seen it - and thought it was all a trollish ruse to get them to leave.&lt;br /&gt;
&lt;br /&gt;
The relationships that all affected this were:&lt;br /&gt;
** Freyda, the female troll chieftain that wanted to help the humans. Her sight may have been obscured by the fact that she was the lover of Sashenka, a fierce human hunter.&lt;br /&gt;
** Ozurla, the male troll shaman that thought warning the humans was nice enough, but didn&#039;t really give a shit whether they lived or died.&lt;br /&gt;
** Modordi, an outcast human-killin&#039;, mean-livin&#039; troll that actively hoped the human village would be wiped out.&lt;br /&gt;
** Vladimir, the human leader that was real used to making hard decisions, but listened to himself more than anyone else.&lt;br /&gt;
** Sashenka, the village&#039;s best hunter, but a bit of a weirdo, always sleeping in igloos, and secretly loving Freyda.&lt;br /&gt;
** Captain Miles, the captain of the Lady Elise, a ship bringing supplies to the outpost and possibly providing a way out.&lt;br /&gt;
** Dmitri, a human sorcerer coming aboard the Lady Elise, who wanted to harness the mystical power of the volcano&#039;s eruption for himself.&lt;br /&gt;
** (I&#039;d actually planned more relationships, including Vladimir&#039;s wife, who wanted a child badly, but ended up not using them.)&lt;br /&gt;
&lt;br /&gt;
: The big deal about the eruption is that the trolls were making it happen. I tend to make trolls much more varied by location than humans, and these trolls were literally make of ice and fire: they were as ancient as the land and only had new births once every two or three centuries. These births grew as tiny pebbles expanding to the size of boulders over the centuries, enclosed within the volcano. As it erupted, they would be launched out, cracking open to reveal new baby trolls, only five feet tall and not yet covered in snowy white fur, but all black, rocky, and crackling. While some trolls wanted to save the humans, none would let the birth not happen.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m not going to recount everything that happened: I&#039;m hoping the individual players will come on and talk about that. I&#039;ll recount my favorite scenes for each one, and how everything turned out, though:&lt;br /&gt;
&lt;br /&gt;
: Thana had some great scenes, and I thought for a while that she&#039;d be at odds with everyone else. She met Modordi right off, who got along with her better than most. After some struggle, though, she ended up rallying the trolls to build a dam to divert the lava flow and save the village, provoking Modordi into attacking her. In a Trollbabe first for me, she was killed in the battle, although her fight let her form relationships with not only a group of other trolls, but Sashenka, the village&#039;s hunter and troll-lover. These relationships were later used after Thana&#039;s death.&lt;br /&gt;
: Kleewick, as always, rocked the house. She managed to fight down a huge ice-sea-serpent that attacked the Lady Elise, and then stopped Dmitri from raising his own army of dark, twisted ice trolls, throwing him into the volcano to feed the fire. Of course, his power did cause the volcano to throw up a huge belch. At the end of the adventure, she took Dmitri&#039;s mystical formulas to the top of a nearby mountain, The Titan - the largest in the world - and tried to divert the eruption&#039;s power via a ritual and Dmitri&#039;s potions to a huge troll-egg atop there. The ritual didn&#039;t work, incapacitating her, but allowing me to narrate that it kind of did - the egg burst open, revealing...&lt;br /&gt;
: And Helga&#039;s story should be told first. I was really proud of the player of Helga, as someone who&#039;d not played much before and was kind of visibly nervous during the game. At first, she didn&#039;t get a lot done, even driving the humans to distrust her. She tried to cast a spell to put a group of humans to sleep - including Vladimir - while hunting wolves, convincing them she&#039;d killed them all. The spell floundered, though, causing the humans to think she was full of trickery. She ended up not only convincing the humans to leave, though - the well-timed belch from Dmitri&#039;s death helped - but confronting Modordi after Thana died, tying the most physically frightening trollbabe to the weakest. With the dead Thana contributing two relationships to the fight with Modordi, he ended up being driven to the edge of Mother Fire, leaping in to cause the eruption to go off immediately.&lt;br /&gt;
: Back to Kleewick for a second. You can guess who came out of the Titan&#039;s Egg, right? A huge, nasty, burnt-black, reborn Modordi, looking down at Kleewick with hateful eyes as she hung over a ledge. That was her last scene.&lt;br /&gt;
: And Yalla ruled, starting the story befriending a polar bear which continued to follow her. Yalla was a trollbabe from an earlier adventure, and continued on her quest to find this Egg that would let her contact her mother. She made her way into the interior of the volcano, harvesting a smaller, dead troll egg - kind of a troll stillbirth. Yalla&#039;s story was marked by failure after that, but it all added to the story. She ran into town with her polar bear, trying to scare the humans into leaving, yelling &amp;quot;Polar bear attack!&amp;quot; Two failed rolls resulted in incapacitation as the villagers grabbed their weapons and beat the bear and trollbabe to the ground, locking her in the belly of the ship she came in on. She was the first to see a baby troll, though, as the eruption launched an egg right into the ship, ending her last scene.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The best moment of the night was actually everytime Clinton pretended to be a polar bear by rearing up on his hind legs and bellowing.&lt;br /&gt;
&lt;br /&gt;
: Oh, and he forgot to mention the scourge of of the ice weasels.  One of my favorite early moments was Thanna intervening in a battle between a group of wolves and a horde of ice weasels, which resulted in the memorable quote &amp;quot;I&#039;m not getting dissed by a bunch of weasels!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: On a rules note, I&#039;m continuing to see that one of the most common elements of confusion faced by new Trollbabe players is understanding the difference between Conflicts and Series.&lt;br /&gt;
&lt;br /&gt;
: Also, on a strategy note, adding a second action type to a conflict often seems tempting, but it definitely enhances the risk as well.  I&#039;ve seen several cases where the course of events was dramatically shifted by failing both action types in a single roll.  As always, the essence of Trollbabe keeps coming down to deciding how much you are willing to risk on any particular goal.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Saffron:&#039;&#039;&#039; As a narrative game this was an entirely new role-playing experience for me. I was in agony for the first half-hour of the game until I was able to throw down the shackles of causality and move into the Bright Future of plot development. I am particularly enamored by the fact that it is no more enjoyable to succeed than it is to fail during conflict. I don&#039;t know that I can ever go back.&lt;br /&gt;
&lt;br /&gt;
:Clinton&#039;s trolls were wonderfully evokative, they were what I&#039;d expect the love children of a yeti and a Discworld troll to be. The affair between man and troll was remarkably mature and gave a richness I don&#039;t often get from intense and lengthy games, much less a campy one-shot.&lt;br /&gt;
&lt;br /&gt;
:The high point of the game for me, other than Clinton&#039;s aforementioned polar bear impression, was Yalla waist-deep in an ice weasel nest and using the geographic feature &amp;quot;weasel tube&amp;quot; to score a reroll, impaling two charging ice weasels [1] thru the ground.&lt;br /&gt;
&lt;br /&gt;
: [1] Don&#039;t look &#039;em in the eye, they can see yer fear!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; The ice weasel stunt was fun. That was my red-skinned, one-eyed trollbabe, Thana. The real possibility of being devoured by ice weasels just made her snap and start stabbing. Not only did she score a handsome ice weasel-fur outfit, but a relationship with a wolfpack as well.&lt;br /&gt;
&lt;br /&gt;
:I decided from the outset that Thana had been abused by humans when she was growing up (used a gladiator/slave in the south) and still bore many scars (of all kinds). I really enjoyed milking the irony of her being the one who saved the human village from the flow of lava from the volcano. She ended up in a fight to the death with the large and angry troll, Modordi, who wanted to see the human village burn. Actually, so did Thana (and she and Modordi could have been fast friends) but she knew deep down that the humans would blame the trolls if their village burned, and soon afterward, the humans would make sure the troll&#039;s forest burned as well.&lt;br /&gt;
&lt;br /&gt;
:Thana died protecting the people that she hated in order to save the creatures that she loved. Damn... so many layers -- and in a one-shot no less! Clinton, you rock. You too, Ron.&lt;br /&gt;
&lt;br /&gt;
:This game was loads of fun. I agree with Saffron -- the game sometimes makes failure even more interesting than success, which means that cool stuff is always happening. The game never hits one of those bumps where someone fails a die roll and everything crashes to a halt. Trollbabe delivers what it preaches: a no whiff-factor, protagonizing system that bleeds pure drama at every turn.&lt;br /&gt;
&lt;br /&gt;
:I&#039;m looking forward to lots more &#039;&#039;Trollbabe&#039;&#039;. Especially if Clinton promises to do more polar bear impressions.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: You do see a bit of an &amp;quot;Ice and Fire&amp;quot; influence. The &amp;quot;Life in Hell&amp;quot; reference was brought to my attention last night. It seems they get referenced in a lot of games - I remembered them from some other game (I thought it was GURPS Fantasy Bestiary, but I went home and couldn&#039;t find them) where they&#039;re described as being like cats in that they have a very high internal temperature, so high that their bite actually burns and their blood is near boiling.&lt;br /&gt;
&lt;br /&gt;
:The troll interpretation is odd. It just struck me at the time as a good idea, but I think I&#039;m going to use it for my further games, with trolls being varied by climate. In the jungle, for example, you might find trolls with longer arms and brown/black fur, who reproduce by making large eggs of dirt and mud, and bluish-white furred trolls living on a coastline with webbed hands and feet for swimming, whose eggs grow on the seafloor.&lt;br /&gt;
&lt;br /&gt;
=A Visit to Royston Vasey=&lt;br /&gt;
; Game System&lt;br /&gt;
: Call of Cthulhu&lt;br /&gt;
; Pitch&lt;br /&gt;
: It&#039;s a dark and stormy afternoon and you are on a coach tour of England. The coach has broken down about five miles from a small town. The driver goes for help, but does not return. It&#039;s starting to get dark and you&#039;re tired of waiting. You head for the little town. On the way a sign looms through the rain. It says &amp;quot;Welcome to Royston Vasey (you&#039;ll never leave).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I will be running a game based on a British Dark Comedy tv series. I will use the old COC rules, so you just need two D10s. I will bring pre made characters so that we will have more time to play.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: R.D. Stenzel&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: May 5, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: Last night was my first time attending this little get together at Cardhaus. I had a great time and it seemed to go quite well. In Laura&#039;s CoC game we played stranded tourists trapped in rural England when the zombies come out. Quite interesting and an awesome place to meet with other gamers. I look forward to the next time I&#039;ll be able to attend.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Trollbabe&#039;n&#039;Chicken=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.adept-press.com/trollbabe/ Trollbabe]&lt;br /&gt;
; Pitch&lt;br /&gt;
:  &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, &lt;br /&gt;
; Characters&lt;br /&gt;
: &#039;&#039;Maevonne&#039;&#039;, a tall, frightening trollbabe dipped in human magic, but with the uncanny ability to talk to animals. (This ability wasn&#039;t really unique to Maevonne, but she utilized it heavily.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Kleewick&#039;&#039; (Wilhelm), short for a trollbabe at 6&#039; tall, but nearly as wide. Kleewick is a powerful fighter, and is actually a trollbabe from an earlier one-shot I ran, which meant she came with a relationship to the elder of a village in the duchy. (The location of the duchy was never specified, and this was my first GM improvisation, by making it set in the locale of the earlier adventure.)&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Yalla&#039;&#039; (Alan), another tall trollbabe, had all the features of a tree, being of great height, willowy, and dressed in green. Her social descriptor was &amp;quot;sexy,&amp;quot; and the player definitely played it up.&lt;br /&gt;
; Date&lt;br /&gt;
: April 28, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: Have I mentioned lately how much ass &#039;&#039;Trollbabe&#039;&#039; kicks for me? If not, it does. Any questions or comments about the following account are more than welcome.&lt;br /&gt;
&lt;br /&gt;
: I ran it for about the fourth time last night as a one-shot game for three other Forge members, and it was my best run yet, resulting in three of us deciding to continue on for a short campaign with it. Going in, I wanted to try something different. Inspired by Ron&#039;s recent The Pool: Dragons and Jasmine thread, I did much less GM prep than I normally would have, wanting to see if &amp;quot;letting go&amp;quot; would result in a better session.&lt;br /&gt;
&lt;br /&gt;
: It most definitely did. With only a half-page of scribbled notes, the players and I weaved a damn fun tale. My notes consisted of the following backstory:&lt;br /&gt;
&lt;br /&gt;
** The Duke Baldulf is a renowned fox hunter, and is also renowned for his voracious appetite for the ladies.&lt;br /&gt;
** His wife, Lady Vivien, is pregnant and is hiding it from him, for it is not his. The Duke cannot have children.&lt;br /&gt;
** There has been a silver fox spotted recently, and it is raiding all the chicken coops in the duchy. The Duke, for all his effort, has not been able to catch it. The fox is actually a skin-changer, and is the duke&#039;s sensechal, Petrus, who has also impregnated Lady Vivien.&lt;br /&gt;
** The Old Lady of the Forest, an ancient troll, has laid a curse on the Duke so that he may never have an heir, as he accidentally killed her one child forty years ago.&lt;br /&gt;
&lt;br /&gt;
: That was all I had (besides a large list of names), but the four non-player characters were used by the players to make this story rock. The Stakes were pretty simple: will the the fox in the duke&#039;s henhouse be revealed, and if so, how will the duke react?&lt;br /&gt;
&lt;br /&gt;
: Here&#039;s a shining example of where I go wrong as a GM: I thought the adventure would go something like this:&lt;br /&gt;
&lt;br /&gt;
** Some characters hoof around the countryside looking for a silver fox.&lt;br /&gt;
** Others find out that Lady Vivien is pregnant, and investigate either (a) who the father is, or (b) why the Duke can&#039;t have a kid.&lt;br /&gt;
** Someone finds out the Old Lady of the Forest cursed the duke, and then finds out why.&lt;br /&gt;
** It gets all tied up somehow.&lt;br /&gt;
&lt;br /&gt;
: Even scheming the lightest timeline in my head was a big mistake. Luckily, my players shocked me out of it.&lt;br /&gt;
&lt;br /&gt;
: How things really went down:&lt;br /&gt;
** First scene, Yalla goes straight to the Old Lady and finds out she&#039;s a troll. Yalla&#039;s looking for the Mystic Egg of Whatchamizit and the Old Lady tells her the price for the knowledge of the egg&#039;s location: a child.&lt;br /&gt;
** Kleewick&#039;s quickly involved as well: she&#039;s bringing a letter to the duke from her friend Silius, the aforementioned town elder she had a relationship with, and ends up on a hunt for the fox with the duke.&lt;br /&gt;
** Maevonne, played by someone I can always trust to make awesome, but bizarre, character choices, starts off talking to a farmer who&#039;s had his coop robbed. She gets the first glimpse of the fox by casting a spell to release the one surviving chicken from its fear.&lt;br /&gt;
&lt;br /&gt;
: As the game progressed, Yalla makes friends with a group of children and finds out one has no parents. This little four-year-old boy was so frightened by her initial appearance that he wets himself, and her failed attempts to make the boy a new pair of pants makes the children laugh so hard that one ended up telling her a secret: Lady Vivien&#039;s having a baby. Yalla&#039;s player thought for a while about trying to give the boy, Bjorn, to the Old Lady, but meets his &amp;quot;three moms,&amp;quot; Lady Vivien&#039;s chambermaids who are raising him.&lt;br /&gt;
&lt;br /&gt;
: Meanwhile, Kleewick and Maevonne end up meeting in the forest while looking for the fox, and Kleewick casts a spell on a lodestone to find the beast. Of course, the lodestone points right back towards the duke&#039;s manse, so much charging occurs. Maevonne heads off another way, though, and talks to Rushkin the crow, who tells her that a silver fox has been crawling underneath the duke&#039;s manor. (Rushkin wins NPC of the night, by the way. He was completely spontaneous and created by the player, but was totally the most fun to play.) Kleewick finds some silver fox hair in the manor&#039;s stables, near where Petrus and Lady Vivien just were, and Maevonne talks to Artus, the groundskeeper, who shows her the crawlspace under the manor where she finds a trapdoor leading to Lady Vivien&#039;s room.&lt;br /&gt;
&lt;br /&gt;
: As far as relationships go, they were sprouting up everywhere: Yalla had a relationship with a little girl, Inge, already, and of course Maevonne had a relationship with Rushkin. The interesting thing is that no re-rolls had occurred so far.&lt;br /&gt;
&lt;br /&gt;
: All of that changed in the next bit of the adventure, which I call &amp;quot;the better part.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: As night fell, our three trollbabes:&lt;br /&gt;
** Kleewick is literally hiding her huge self inside the duke&#039;s chicken coop, waiting for a fox.&lt;br /&gt;
** Yalla and the chambermaids have decided it would be funny for Yalla to switch places with one of them tonight that the duke is likely to come have sex with.&lt;br /&gt;
** Maevonne&#039;s holding off for a moment, but plans to confront the Lady Vivien.&lt;br /&gt;
&lt;br /&gt;
: The duke does come to Yalla&#039;s bed, thinking she&#039;s one of the maids. A great part of Trollbabe is the Pace of conflicts, allowing players to decide how much focus they want on an event. In this case, the player chose blow-by-blow: we were going to put the spotlight on this sexual encounter. That&#039;s something you don&#039;t see in an average game run by me. It was awesome, though. There were a few failed Series, leading to some great blows: the Goal was to get through the whole encounter without the duke knowing what the jig was, so as the duke gets suspicious and starts to run his hands up towards Yalla&#039;s horns (a failed Series), Yalla flips him over and ties him to the bed with a scarf (a successful Series).&lt;br /&gt;
&lt;br /&gt;
: In the meantime, Kleewick is bursting out of the henhouse after she sees a human hand reach in and steal a chicken. When I say bursting, I mean it: her head pops out the top and she tears through the side, catching up to the man who&#039;s now changed into a large silver fox, and then using a re-roll when she failed to keep him down to throw him into a nearby hollowed out stump and sit on him.&lt;br /&gt;
&lt;br /&gt;
: Maevonne has slipped Vivien a human truth serum in her tea, which Vivien noticed (a failed Series), but still affected her (a successful Series). As she blurts out the truth of her child&#039;s parentage, everyone hears Kleewick yelling. Maevonne, the drugged Lady, Yalla wrapped in a sheet, and the dazed duke in just his pants all come a-runnin&#039;, and an eruptions of conflicts ensue as Petrus, the Silver Fox, emerges from the stump as a man, kicks Kleewick in the mouth and knocks her out, calls the bunch of trollbabes liars and schemers, and gets a spell cast on him by Maevonne to reveal the truth. The initial roll fails, and Rushkin makes another appearance on a re-roll, chanting the spell along with her. The re-roll&#039;s failed, though, and Petrus transforms again (hey! the spell worked), leaping at Maevonne, knocking her over and eating Rushkin.&lt;br /&gt;
&lt;br /&gt;
: By the way, all of above specifically happened because of the rules. Two failed re-rolls leads to trollbabe incapacitation, and any relationships involved get killed (Rushkin.) However, in that case, the GM describes the fate, so I had the spell kind of work, transforming Petrus back into a fox form.&lt;br /&gt;
&lt;br /&gt;
: Naked Yalla manages to catch Petrus - after he&#039;s attacked by huge enraged chickens, a side-effect of Maevonne&#039;s spell gone awry - and the duke nearly kills him before she bargains for his life. He&#039;s sentenced to serve Yalla for a year and a day and enter the duchy no more.&lt;br /&gt;
&lt;br /&gt;
: The last scene was six months later, as the duke gives Yalla Lady Vivien&#039;s newborn child, covered in light fox hair. It&#039;s assumed Yalla will take it to the Old Lady and get the duke&#039;s curse removed, but we ended it there.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; We had a number of two Action Type rolls, usually of the X + magic variety.  In fact it was failure on a double action that resulting in our first instance of a trollbabe getting into real trouble.&lt;br /&gt;
&lt;br /&gt;
: One thing I was struck by during play was that in Trollbabe, you are only ever as involved in a situation as you want to be... Until you are injured!&lt;br /&gt;
&lt;br /&gt;
: What I mean is this:  If an uninjured Trollbabe is willing to accept a failure, she can walk away from any situation she wants to.  Only if she cares enough to go for the reroll is anything at risk.&lt;br /&gt;
&lt;br /&gt;
: But an injured Trollbabe that is forced into a conflict is going to suffer further injury if she fails her initial roll, or even if she wins the series with a reroll.  It seems like in the world of Trollbabe once you&#039;ve stuck your hand into a situation, the situation sticks to you.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m still pondering about what this means for the dynamics of play.&lt;br /&gt;
&lt;br /&gt;
: Finally, and interesting note on the dynamics of the pacing rules.  Choosing a slower pace boosts your chance of success if it was already &amp;gt; 50%, but lowers it if was originally below 50%.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; What struck me was just how much control I had over building a meaningful series of events.  I&#039;m not sure how much of what follows showed up in play, but here&#039;s some decisions and ideas I experienced interacting with the game.&lt;br /&gt;
&lt;br /&gt;
: Clinton had told us the basic elements - the duke, unable to concieve and the egg robberies.  At character creation, I decided to play into this with Earth Goddess/Fertility magic as Yalla&#039;s organizing theme.  I suspected the duke was the werefox and envisioned seducing him into revealing the truth.&lt;br /&gt;
&lt;br /&gt;
: Just before play, I got the idea to give myself a mcguffin to chase - a magic stone egg (a fertility totem).  So I immediately asked after a wise woman.  Clinton surprised me with the old troll&#039;s request for a child.&lt;br /&gt;
&lt;br /&gt;
: While Wil and James played out the arrival and involvement of their characters, I got the idea for my next scene: it would be ironic if Yalla&#039;s next encounter was with a bunch of children playing hide and seek in the woods.  Mind you, I wanted to develop Yalla&#039;s quest, not resolve it immediately, so I debated with myself whether I should ask for the scene - then I decided to trust our GM to find a complication.&lt;br /&gt;
&lt;br /&gt;
: I requested the scene and to my great gratification, I got it.  I found it funny that I had started with the intent of a seduction and was now playing motherly games with the village children.  In another twist, the GM didn&#039;t provide much complication between me and my goal - I found an orphan child after only one conflict roll (helping a girl find her hiding friends).  &lt;br /&gt;
&lt;br /&gt;
: I had an option at this point to show up in a scene where the other players were helping the Duke hunt the egg-stealer, but decided not to.&lt;br /&gt;
&lt;br /&gt;
: At this point the other players thought I&#039;d just kidnap the boy.  But I still wanted to confront the Duke, so the next turn I had, I requested a scene at the castle.  Yalla arrives with the intent of persuading the Duke to allow the troll-woman to adopt the boy.&lt;br /&gt;
&lt;br /&gt;
: I won&#039;t go into any more detail, but I got Yalla into the Duke&#039;s bedroom, just after the other players had cornered the egg-stealing werefox.  It wasn&#039;t till that point that I realized my guess about the guilty party was wrong.  &lt;br /&gt;
&lt;br /&gt;
: Even so, Yalla played a part in bring the Duke and the fox into confrontation.  Yalla called on the Earth Mother to make all present speak true (this became a blow-by-blow social and magic conflict where I got injured and burned two rerolls.)&lt;br /&gt;
&lt;br /&gt;
: I think I requested all the scenes I played in, except the last one or two which involved the other Trollbabes.   Requesting a scene gives an incredible ability to set up the thematic elements one wants for one&#039;s personal story.  I love it!&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: That was a wild rush of &amp;quot;what happened.&amp;quot; What happened between me and the players, though? Well, I truly let go. Nothing happened as I thought it might, yet all the big conflicts I&#039;d thought about did occur. How come?&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Trollbabe&#039;&#039; is a system engineered to do this, and do it well. By default, the GM narrates character success and the player narrates character failure. This is an insanely powerful tool to let the GM guide the story (by tempering successes in certain directions) while keeping the character protagonized (by letting the players guide the failures in ways they prefer.)&lt;br /&gt;
&lt;br /&gt;
: There&#039;s not much more to say besides letting go of the reins was a wholly positive experience. The players got to set up what they wanted to focus on (via Pace), make their characters powerful motivators for conflict, and we all had a fantastic time.&lt;br /&gt;
&lt;br /&gt;
=Hounds Tower=&lt;br /&gt;
; Game System&lt;br /&gt;
: Hero Wars&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin Shultz, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We definetely had a lot of laughs, mostly due to Kevin Shultz&#039;s horrible Arnold imitation the entire time. He did his best German accent during the whole game.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Keys of Uriel=&lt;br /&gt;
; Game System&lt;br /&gt;
: Sorcerer&lt;br /&gt;
; Pitch&lt;br /&gt;
: This Monday at Cardhaus, I&#039;m running &amp;quot;The Keys of Uriel,&amp;quot; a fantasy-western Sorcerer game. &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm Fitzpatrick, &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: April 21, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The Sorcerer game wound up leaning more heavily on the western tropes than the fantasy, which lead to some cool images, such as the barbarian being a giant guy in ill-fitting pinstripes and a bowler hat with a giant runesword strapped to his back, or the half-fey thief who went about dressed like a riverboat gambler. Actually, the coolest scene was the (NPC) assassin crashing through the window of the brothel with a crossbow pistol in each hand, blazing away :)&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Hallo Spaceboy/girl=&lt;br /&gt;
; Game System&lt;br /&gt;
: Starchildren: The Velvet Generation&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton, Laura, Donald, Eric, and Lynn&lt;br /&gt;
; Characters&lt;br /&gt;
: Johnny Heroin - punk rock guitarist (Clinton), Maxwell Demon - a glam vocalist directly inspired by and named after the character from the movie Velvet Goldmine, @ (yes, that was his name, think of the marketing possibilities) - the slightly psychotic keyboardist, Bob MacGuire(?) - queen of the skins (Laura), and Arthur Frode - bassist (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: April 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Borrowing shamelessly and freely from Hedwig &amp;amp; the Angry Inch, Wild Zero, Tommy, Max Headroom and no doubt a few other things wedged in my subconscious I unleashed a demo game of Starchildren on SGA&#039;s Monday Night indie gaming group.  It was the first time out for all of us, with only the GM and one other player having read the rules.&lt;br /&gt;
&lt;br /&gt;
: The adventure I set up was partly influenced by a desire to try out as many of the components of the system as possible, as well as the need to fit things into about 3 hours or so.  We had five players, and I had prepared a two page cheat sheet before hand that had slightly cut down character generation rules on one side and a summary of the card mechanic on the other.  I definitely think the character generation sheet helped alot, I had generated a couple characters before hand using the book, and it took me 45 minutes to anhour, but even the players that weren&#039;t familiar were able to get through character generation in 30 minutes with the sheet.  I had all the players be Earthlings, both for simplicity, and also because I wanted to introduce Starchild weirdness through play.&lt;br /&gt;
&lt;br /&gt;
: I don&#039;t know if anybody read the back of the sheet, we just sort of explained things as we went along.  I started things out in a club where the characters were enjoying a fine set by their favorite band, Wussy Bunny, and waiting for the debut of a mysterious new rocker being run by the Mob, one &amp;quot;Johnny Reb.&amp;quot;  The evenings festivities were disturbed as the club was crashed by a bunch of rowdy Hessians, who wanted to put some fear into those pussy glam rockers, but instead were met with a classic Romper Stomper headbutt from Johnny H.  The rest ot the band mixed it up, and we got to try out the combat rules.  A few observations I quickly picked up:&lt;br /&gt;
&lt;br /&gt;
: a) you usually only get halfway through the action deck in a round.&lt;br /&gt;
: b) it *does not work* to put in a single set of cards for a group of GM characters, and having them all move on those cards.  The round kept ending before the NPCs could do anything.  As as result, our heros ran circles round them.  However:&lt;br /&gt;
: c) Punches and kicks do shite damage.  It seems like two reasonably matched characters would take forever to rack up enough damage for a blackout.  A table leg, which I treated as a nightstick wasn&#039;t all that more effect.  A broken bottle treated as a small knife was very deadly though...&lt;br /&gt;
&lt;br /&gt;
: After running about four rounds of combat (which resulted in a couple Hessians being slightly pummled, and one taken down) cops burst in the front door and our heros went out the back into the alley.  While catching their breath, they noticed an unconcious teenage girl in club kid wear dumped on the pile of trash.  Being good hearted folk, they carried her with as they escaped to Johnny H&#039;s convenient nearby basement sqaut.&lt;br /&gt;
&lt;br /&gt;
: The girl turned out to be named &amp;quot;Mauni&amp;quot; and claimed that she and Johnny Reb were &amp;quot;in love&amp;quot;, only it seemed that Johnny had taken up with some &amp;quot;bad men&amp;quot; who weren&#039;t letting Mauni see him any more, and were rather insistent to the point of beating her up and taking her out with the trash.  After an attempt to talk the girl out of what was obviously an abusive relationship, the characters decided to table things till the next day, and Bob (as the only female character) elected to take Mauni home for the night.  Bob&#039;s slumber was disturbed by a gentley glowing Mauni, who had somehow gotten a bit, um, &amp;quot;boy&amp;quot; somehow, trying to crawl into bed with her.  Bob gently refused these advanced, but did set Mauni up with her teddy bear.&lt;br /&gt;
&lt;br /&gt;
: We cut to next nights &amp;quot;practice session&amp;quot; for the band (somewhat difficult as only two of them had instruments), before which @ had checked with some of his homies in the dims trying to find out what was up with Johnny Reb.  Not much dirt was forthcoming, but he did learn that the Cat&#039;s Eye was running a &amp;quot;Battle of Bands&amp;quot; for the opportunity to open at Johnny Reb&#039;s next show.  Mmmm... railroading... So delicous. :)&lt;br /&gt;
&lt;br /&gt;
: So the group decided to enter the contest, all they needed were instruments, songs to play on them, and most vital... A NAME FOR THEIR BAND.  This gave me an opportunity to try out the scrounging rules, and also the Compose rules that I posted to the XIG forum.  These worked out quite well for a first test, and it gave the players some interaction time as they tried to think up song titles, and worked together to make the Compose and Lyrics tests.  The songs, as I recall were:&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Raygun Girlfriend&#039;&#039;, J. Heroin, A. Bassist : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;Hallo Spaceboy/girl (Mauni&#039;s Song)&#039;&#039;, M. Demo, Mauni : Difficulty 2/+2 Awe&lt;br /&gt;
: &#039;&#039;The Whole Shebang&#039;&#039;, A. Bassist : Difficulty 2/+1 Awe (&amp;quot;It&#039;s been done,&amp;quot; remarked Maxwell sardonically.)&lt;br /&gt;
&lt;br /&gt;
: And the band name? Well lots of suggestions were made, but the winning entry was HOSTILE CHICKEN!&lt;br /&gt;
&lt;br /&gt;
: I also had the club owner at the Cat&#039;s Eye (one Reg Blanco) insist on Musician&#039;s Licenses before they could sign up (&amp;quot;I&#039;ve got to have your Mother-May-I&#039;s, don&#039;t I then loves?&amp;quot;).  Of course, nobody had one.  But a friendly forger offered to whip some up by modifing Ministery of S&amp;amp;C pinball permits.&lt;br /&gt;
&lt;br /&gt;
: I required a beauracracy check to make it through the S&amp;amp;C offices.  This became known as the &amp;quot;pinball written test&amp;quot;, as Johnny H. blew his check and was allowed to take the &amp;quot;skills test&amp;quot; instead.  Maxwell also had trouble with the forms, but charmed a young impressionable clerk into helping him out.&lt;br /&gt;
&lt;br /&gt;
: And finally, it was time to rock.  The band managed to patch together the shoddy kit they got from a mob dealer into something servicible, and Mauni, who had become friends with Johnny H. over a tab of Ball Lightning came to the rescue when Johnny&#039;s guitar collapsed in a heap of kindling on a botched repair check.  Seems Mauni had this most marvelous guitar stashed in an abandoned warehouse.  Where *does* a street kid get kit like that?  &amp;quot;Brought it from home&amp;quot; he says!&lt;br /&gt;
&lt;br /&gt;
: Needless to say, Hostile Chicken rocked the house and won the day.  I was dubious about the notion of &amp;quot;rocking out&amp;quot; by slapping cards down the table, but everbody was pumped up by that point, so with the assistance of an impromtu light show powered by Mauni, the band score a whopping 29 awe for their set.  Nobody had less than a King on the last song of the set (&amp;quot;The Whole Shebang&amp;quot; of course)  And Mauni and Johny Reb were reunited, and yadda, and yadda.   Cue &amp;quot;Wicked Little Town&amp;quot;.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; I, too, was frustrated with the combat, and I generally like combat. It was the one part of the system I found to be inelegant and downright overloaded with extraneous rules. Things like Sharpness, and preparation, and whatnot got in the way of having a great time. Given the chance, I would make combat a very simple action, with each attempt either missing, whomping a guy good, knocking him down, or putting him out.&lt;br /&gt;
&lt;br /&gt;
: The Action Deck is what really started to bother me. I get the point, but it&#039;s a layer of rules that really slows things down. Using it for songs might be a good idea, though.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Man and players alike had a bit of trouble keeping track of the card mechanics and figuring out at any given point exactly what options they had.  I think with more play the system would get smoother, but it certainly is a hurdle.  As the Man, I kept getting misled by the face values of the players cards.  And twists are definately necessary to give the players an out when the cards turn against them.&lt;br /&gt;
&lt;br /&gt;
: The combat also seemed to drag on, and I couldn&#039;t figure out what to do with boosts scored in combat.  I started adding them to damage, but being as I found at brawling combat to be fairly slow, I think I might entertain using them as a multiplier instead.  I think I&#039;ll be putting together some rules questions for posting to the XIG forum.&lt;br /&gt;
&lt;br /&gt;
: Anyway, thanks to all my brave players, and look for the Hostile Chicken demo EP under the counter at all your favorite media shops.&lt;br /&gt;
&lt;br /&gt;
=The Shadow of Yesterday=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Shadow of Yesterday&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Matt Wilson, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: March 31, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Clinton ran us through a short adventure for his new &amp;quot;in progress&amp;quot; game, &#039;&#039;The Shadow of Yesterday&#039;&#039;. Its a FRPG designed in the &amp;quot;Fantasy Heartbreaker&amp;quot; tradition of &amp;quot;Let&#039;s do D&amp;amp;D one better.&amp;quot; Clinton fully acknowledges it borrows from many sources, for me it brought echos of classic &#039;&#039;Traveller&#039;&#039; and &#039;&#039;Tunnels &amp;amp; Trolls&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Some of the key elements of the system are a 2d6 success roll that is modified by adding bonus or penalty dice, from which you take the highest or lowest two, depending on whether you are operating under a bonus or a penalty. Also, attributes are not used to modify rolls, but instead are resource pools that let you buy extra dice to roll or power magical effects.&lt;br /&gt;
&lt;br /&gt;
The story involed a rag tag band under the leadership of a despised and cowardly yet good hearted bard that had to fetch water from the Queen of Fire to save the life of King Khale. I got to play a cool little sorcerous goblin. We fought and snake and had some palace intrigue. We did eventually succeed in our goal, but only after the bard lost his pants and got chomped on the behind by a very nasty magical mastiff.&lt;br /&gt;
&lt;br /&gt;
TSOY looks like the start of a fun little RPG in the &amp;quot;old skool&amp;quot; tradition, yet with some very neat ideas tucked away in it. I look forward to seeing how it grows.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Matt:&#039;&#039;&#039; You roll 2d6, and add your relevant skill, and compare to a success-level chart that&#039;s about as difficult to grasp as Fudge. Yes, I mean to say that it&#039;s easy.&lt;br /&gt;
&lt;br /&gt;
: One of the cooler bits of the game is the idea of Secrets, which are something like Feats, I guess, in that they sometimes grant special abilities. But there are also &amp;quot;key secrets,&amp;quot; which determine how that character gains experience. For example, my character had &amp;quot;the Secret of Cowardice.&amp;quot; If I managed to avoid a conflict, I gained XP.&lt;br /&gt;
&lt;br /&gt;
: I was the bard, Nevins. Man, I just realized poor Nevins was also sans pants when the queen of fire scorched him. Ouch. Burned in front, bitten in back. The village is going to think he was on spring break or something. &amp;quot;Bards gone Wild!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Duel of Ages=&lt;br /&gt;
; Game System&lt;br /&gt;
: Duel of Ages (board game)&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pantheon=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pantheon&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: March 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Swashbuckler=&lt;br /&gt;
; Game System&lt;br /&gt;
: Jolly Roger&#039;s &#039;&#039;Swashbuckler&#039;&#039;&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Donald, Kerrie&lt;br /&gt;
; Characters&lt;br /&gt;
: Andre, and sauve French swordsman with a penchant for getting stabbed (Donald), Vanessa, a French adventuress (Laura), and Maria, a mysterious Spaniard (Kerrie)&lt;br /&gt;
; Date&lt;br /&gt;
: March 3, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Fortunately, its a great, and very cinematic combat sytem. The players use cards to select combat manuvers from a set they have selected for their character, and opposing manuevers are cross-indexed to get a modifier on an opposed roll of d20s. Once we got the hang of things, I think it moved relatively fast for a combat system of that detail. It certainly led to some atmospheric dueling.&lt;br /&gt;
&lt;br /&gt;
: The players honored a dying man&#039;s wish to return his &amp;quot;greatest treasure&amp;quot; to his homeland. Along the way, they fought bandits, engaged in a midnight chase on horseback, gambled with scum, and learned new uses for goats. They even got a chance to go in against Sicilians when death was on the line.&lt;br /&gt;
&lt;br /&gt;
: After my experience running &#039;&#039;Swashbuckler&#039;&#039; as is, I think I&#039;m going to look at marrying the combat system with FGU&#039;s old &amp;quot;Flashing Blades&amp;quot; for what ought to be truely fine derring-do.&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kerrie:&#039;&#039;&#039; Erm, yes, the gambling. Had a bit too much fun with my character there tonight :)&lt;br /&gt;
&lt;br /&gt;
: The goats were awesome...and popped up in the strangest of places, including an old woman&#039;s string of curses.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=BPRD (Hellboy)=&lt;br /&gt;
; Game System&lt;br /&gt;
: Godlike&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: John &lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Miles Christi=&lt;br /&gt;
; Game System&lt;br /&gt;
: Miles Christi&lt;br /&gt;
; Pitch&lt;br /&gt;
: a French RPG of Templars in the Holy Land vs. Saladin.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Brian&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Wilhelm, Donald&lt;br /&gt;
; Characters&lt;br /&gt;
: Brother Lambert (Laura), Brother Marcel (Will), and Brother Guy (Donald)&lt;br /&gt;
; Date&lt;br /&gt;
: February 24, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; &#039;&#039;By my hand this 27th day of April, the Year of Our Lord One Thousand, One Hundred Seventy-four.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;My Beloved Father:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Your loyal and loving son Guy hopes this finds you in good health. I write to apprise you of recent events here in the Holy Land, where I believe I have acquitted myself well in my first relatively independent assignment with the Knights of the Temple since taking my vows to the Order and making the long journey here from Charlac.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;As you know from my previous letters, my first few weeks in Jerusalem were, not to overstate matters, most uneventful. I attended my duties, received issue of uniform and equipment, was introduced to my squire (how short a time it seems since I was squired myself!), and established myself in the routines of the Chapter house here. I had gotten to know most of the other young Templars who arrived with me during the long ship voyage from Genoa to Joppa (in between times of various of us being sick from the sea), and I was pleased to find that, when the time came, I was placed with Brother Lambert and Brother Marcel (you remember Marcel, third son of Le Comte de Chambourg, who was always into so much trouble at tournaments and festivals).&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Our assignment, with much of the force of the Knights Templar and Knights Hospitaler in this land concentrated on the campaign northward to Galilee (there to oppose the Saracen legions under their new Emir, Sala&#039;adin), was to take our squires, three sergeants, and thirty turkopols to reinforce the fortress at Ashot&#039;s Ford, as well as bringing them additional pigeons. There had been a report of Saracen activity in their region, and then no more word, and it was thought that they might require assistance and perhaps have lost any remaining birds they had still homed on Jerusalem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;In the course of three days and part of a fourth we did ride from Jerusalem, past the Dead Sea and southward up the river which flows into that Sea from the end opposite that where Jordan enters, stopping one night in ruins, one with a minor encampment of Templars, and one at a Coptic monastery where, despite their heresy, we were shown all Christian courtesy, invited to share Mass, and allowed to view their holy relic, a vial of the tears of St. John the Baptist.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;Before noon on the fourth day, we reached the fortress, which we found in a much reduced condition. Vultures (foul, grim visaged birds bigger than the great Alsatian eagles, they are, and eaters of carrion) circled high above the walls, good Christian soldiers gambled in plain sight without shame, and brother Templars violated their vows and took up the bow to hunt the vile avians, yet seldom ever succeeded in smiting them from the sky for that they flew nearly beyond the reach of a dart.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;We had no more than called out for entry to the fortress than the Captain, Brother Anselem, came forth and bade us return to Jerusalem, lest our very souls be damned; he would not, he said, take the lives and souls of any more men upon his conscience. Still...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
: (remainder of the missive is illegible, obliterated by blood stains or washed from the parchment by water)&lt;br /&gt;
&lt;br /&gt;
: The entire game structure of Miles Christi lends itself to putting the player into the mind set of a Templar -- to the point where we players found ourselves, while the GM was away from the table, still discussing our situation in character. This was the best game I&#039;ve ever played in that respect; the resolution is simple and direct, and character creation isn&#039;t excessively complex (we were easily able to finish in under an hour, with none of us three players having ever seen the game before and a requirement for many repetitions of details as we worked at different rates) and it is overall very atmospheric; a few simple words on the character sheet served as perfectly adequate reminders of the vows and duties of a Templar of the late 12th century. And while I normally don&#039;t enjoy in-game religion very much, this particular take on historic Catholicism wasn&#039;t obtrusive and, beyond being a necessity to the setting, fit in very well with the general feel of the game.&lt;br /&gt;
&lt;br /&gt;
: I&#039;m very impressed indeed!&lt;br /&gt;
&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; This game was very sucessful, in my opinion. As I said, I enjoy games that use cards. It&#039;s a different experience from dice, in some cases causing yout to use strategy as well as the chance element.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Yes, I liked this aspect of the system as well. I especially liked the way the system was used for &amp;quot;Gifts&amp;quot;, the ability of brothers to occasionally ask God for a miracle. This is done by laying down a high card for one of your regular actions, then deliberately setting it aside unused and drawning a new card to replace it in the action.  In order to build toward a possible blessing in the future, you are forced to take risks now. Very thematic in execution.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The character creation is very conductive to really getting a grasp of the setting and your character.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Very much so. The basis of character generation is selecting three archtypes representing your characters youth, squire training, and knighthood. The archtypes are respectively animals, mythic heros, and christian heros. These archetypes influence your characters attributes, skills, and personality. For example Brother Marcel (my character) had as his archtypes the Horse, Achilles, and Gawain, leading him to be impetuous, brave, and passionate. He excelled physically, but lacked refinement.&lt;br /&gt;
&lt;br /&gt;
: The advancement system is also cool, as you gain skills and traits by acting in accordance with them, and you lose points by acting against them. Your character must &amp;quot;confess his sins&amp;quot;, and failure to do so causes the penalties to increase, thus leading you as a player to always be considering your behavior, which very much helps you to get into the character mindset.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; We three knights of the temple were sent as reinforcements to an outpost in the middle of nowhere. When we reached the fort the Commander told us to go back, he had not called for reinforcements as he feared to damn anyone else&#039;s soul. We saw a brother killed by vultures as we tried to save him.  &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Technically it was a sargent, not a brother. One thing I noticed myself picking up on quickly was the class distinctions within the game. One aspect of play I enjoyed was that there was opportunties for the characters to operate both on their own, and also function as sort of &amp;quot;squad leaders&amp;quot;. This made playing out the siege very involving and enjoyable for me.&lt;br /&gt;
&lt;br /&gt;
: I&#039;ll add to the memorable moments Brother Marcel covering the retreat of his men after the Saracens broke through the ford by standing fast and giving out a miraculous shout that deafened and paniced the oncoming Saracen horse long enough for him to make his escape. As the GM said later, &amp;quot;I thought we were going to have a martyrdom there.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
: I sincerely hope that at some future date it will be possible to publish the english version of this game. I&#039;d certainly line up to buy it :) I&#039;d say it falls into the category of what Ron Edwards would call a High Concept Sim, and it definately encourages and rewards the use of Actor stance.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Some memorable moments:&lt;br /&gt;
&lt;br /&gt;
: Brother Marcel riding back barely ahead of a dozen Sacarens.&lt;br /&gt;
&lt;br /&gt;
: The commander refusing shelter to pilgrims and allowing Marcel to escort them to a nearby Coptic Monestary, but if he wasn&#039;t back by sunset he&#039;d be flogged. Marcel and Guy&#039;s preperation for seige by the sacrans. The crazy old man I found behind a mill stone who told us the story of the curse on the place. Me and a small group of Turkustans capturing the Sacren&#039;s large catapult and using it on them.&lt;br /&gt;
 &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
 That was quite a missive! I&#039;m really glad everyone enjoyed the game. Now I&#039;ve got more motivation to try &amp;amp; get it published here in the States...&lt;br /&gt;
&lt;br /&gt;
=Universalis=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.indie-rpgs.com/ramshead/ Universalis]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Laura&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: &lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Paladin=&lt;br /&gt;
; Game System&lt;br /&gt;
: Paladin&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Joe, Brian Malcolm, ?&lt;br /&gt;
; Characters&lt;br /&gt;
: 6&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Clinton:&#039;&#039;&#039; Um... it went interestingly. I&#039;m not nearly awake enough to go into full detail, but all six players created great paladin characters, and then, in a game about holy warriors, we saw the brutality and horror of a morally absolute system at work.&lt;br /&gt;
&lt;br /&gt;
: One group of characters went off to prevent a war, and had to fight off the undead general of the invading lord&#039;s armies, who nearly killed one character, until the other two jumped him at the same time.&lt;br /&gt;
&lt;br /&gt;
: The other group went to calm down a town where the local lord had been slain by powers unknown and unrest grew.&lt;br /&gt;
&lt;br /&gt;
: In the first case, the characters put most of the town to the sword, which is just vicious, and totally in character. In the second, I saw the first thematically-appropriate suicide in a game, as Alan&#039;s character fell from a 100-foot rock drop rather than take the hand of an evil Witch that would save him. Meanwhile, the other two characters basically forced an entire town to confess their sins and rat out their brethren.&lt;br /&gt;
&lt;br /&gt;
: All in all, it was thoroughly disturbing for the GM.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 17, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Pax Draconis=&lt;br /&gt;
; Game System&lt;br /&gt;
: Pax Draconis&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Justin Dagna&lt;br /&gt;
; Players&lt;br /&gt;
: Wilhelm, Alan, Sally&lt;br /&gt;
; Characters&lt;br /&gt;
: Courier - A &amp;quot;fixer&amp;quot; in cyberpunk terms (Wilhelm); Savant - A &amp;quot;psion&amp;quot; of sorts (Sally); Treebor muscleman - Big tough alien guy (Alan)&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; The scenario was the now classic &amp;quot;shady people need to figure out how to break into dubious building and steal macguffin&amp;quot; of cyberpunk/shadowrun fame. But it gave us a good opportunity to see the system in action. According to Justin, &#039;&#039;Pax Draconis&#039;&#039; tries to provide as much &amp;quot;realism&amp;quot; as possible while still trying to keep the rules simple and fast. Based on my experience with the game, I think he&#039;s succeed pretty well.&lt;br /&gt;
&lt;br /&gt;
: Combat ran very quickly a smoothly, with a simple phased initiative type system, spiced up by giving each character an &amp;quot;interrupt&amp;quot; action they could use to go out of sequence, which kept everybody on their toes. Figuring out what you were rolling against was very easy, as skills simply enable you to roll against an appropriate attribute, with possible situation modifiers.  My favorite twist to the combat system was the possibility of a character becoming incapacitated temporarily due to shock or pain, and having to &amp;quot;pull them selves together&amp;quot; to get on the fight. I personally got experience this mechanic as my character spent several round rolling around on the floor after getting shot in the foot.  Reminds me a little of Twilight 2000, portraying the idea the most people aren&#039;t going to be relentless terminators until they are knocked out or killed (only giant alien musclemen are like that :)&lt;br /&gt;
&lt;br /&gt;
: It was interesting to play Pax Draconis right on the heels of reading Ron Edward&#039;s essay on Simulationism over at the Forge. I&#039;d say &#039;&#039;Pax Draconis&#039;&#039; perfectly fulfills the definition of a High Concept Simulationist game, and in a very tidy way. Overall, an enjoyable game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=System Failure=&lt;br /&gt;
; Game System&lt;br /&gt;
: System Failure/Palladium&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, John Harper, Donald, Clinton&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: February 10, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;John:&#039;&#039;&#039; Thanks to Mark and the other players for a memorable Systems Failure game last night. We managed to play a Palladium product, and it didn&#039;t suck! Amazing.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; I had a great time, and for the first time ever I had a dream based on the game. Earth was going to be invaded and some of us knew about it. In my dream someone suddenly shouted &amp;quot;It&#039;s happening now&amp;quot; and we saw smoke and ran for the hills.  The weirdes part was that the invaders were using old ships and floating them in the sky. I think it was influenced by the old Starblazer cartoon.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; Character creation was a bit, um, confusing (especially trying to get through it with time to actually play), but the rather odd chargen sequence produced a pretty playable character. The game itself looked like it would be interesting for a longer term campaign -- I don&#039;t know anything about other Palladium products, but Systems Failure is one I&#039;d have to consider if an invitation went out to join a long running game.&lt;br /&gt;
&lt;br /&gt;
: And, for myself, it was quite refreshing to leave angst-ridden characters behind and play a relatively straightforward Exterminator character, whose only significant regret in life was that the world melted down before his high school team could make it to the state championships.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:  I should have made pregens, especially since I only had the one book, but it worked out okay, and you found out what Palladium chargen is like (slow, but usually functional). You all did well getting through it that quickly--I&#039;ve lost entire sessions to newbies plowing through chargen and trying to dot every &amp;quot;i&amp;quot; and cross every &amp;quot;t&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
: &amp;lt;shudder&amp;gt;&lt;br /&gt;
&lt;br /&gt;
: And poor Clinton&#039;s &amp;quot;learn to be a ninja by mail&amp;quot;... Low-level HTH combat pales before gunfire, but that changes at higher levels. Gun dudes don&#039;t get much better, while HTH gets more and more badass.&lt;br /&gt;
&lt;br /&gt;
: Other than that, once you get in play it&#039;s a fast and simple set of rules.&lt;br /&gt;
&lt;br /&gt;
=Ring of Thieves=&lt;br /&gt;
; Game System&lt;br /&gt;
: Risus&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;m planning to run a one-shot Risus fantasy adventure of my own devising. I&#039;ll be bringing a complete copy of the rules we&#039;ll be using for each player (I can handle up to five), and you can read the rules and create a character in under ten minutes (unless you&#039;re a very slow reader or truly indecisive). Bring dice -- common six sided are all you&#039;ll need, and not more than a half dozen at once; we won&#039;t be using Funky Dice for this adventure. Do bring a pencil, eraser, and an open mind, however -- after reading the game pretty carefully, I think it might amaze people how much game you can fit in three pages plus a couple paragraphs of add-ons.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Donald Qualls&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Kevin P., Kevin S., and Alan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4: A Beastmaster Bard who was raised by wolves until the age of 12 (Laura), A British Dragon Samuri (Kevin S), A dominatrix Necromancer (Alan), and the Ninja Viking who was also raised by wolves (Kevin P.)&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Donald:&#039;&#039;&#039; My adventure was a sort of cliched generic dungeon crawl, IMO perfectly befitting the flavor of Risus as a &amp;quot;Universal Comedy System&amp;quot; -- characters met in a tavern, got their first lead from a barmaid, and charged straight on through tunnels, traps, and wave after wave of guards. Unfortunately, because of the time required to create characters in a system unfamiliar to everyone at the table (well, less so to the GM), we ran overtime and I had to cut the adventure short -- perhaps I can run this adventure again another Monday night and find some way to speed up character creation (though I still don&#039;t much like the idea of pregens or even templates -- they&#039;re pretty opposite much of the idea behind Risus).&lt;br /&gt;
&lt;br /&gt;
: I can also say that, after playing Risus, I think it would make a fine system for a more serious long term campaign, though some optional rules would be needed with the major comedy element of &amp;quot;inappropriate cliches&amp;quot; removed. Best of all, nearly any source materials or existing campaign would convert quickly an easily -- no conversion of stats is required, because Risus doesn&#039;t use &#039;em, and once you&#039;re familiar with the system, it takes only a few minutes to create any character. Still, even with all the optional rules for a serious fantasy campaign gathered together, every rule in use would still run to no more than a dozen or so pages -- and the resulting game every bit as good as AD&amp;amp;D was twenty-five years ago.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; Thanks for running it. I had a blast. It was great for comedy, and we certainly were all in a silly mood last night.  Some of my favorite moments were:&lt;br /&gt;
&lt;br /&gt;
:Lord Kas, the Samuri, and my character Agatha sitting down to a healing cup of tea after fighting some guards, Gundar, the Viking Ninja finding that he could actually hide behind Lord Kas. Sardia, the Necormancer, talking about making clothes out of dragon skin and Lord Kas offering to shed some for her. And then there was are own small horde of two zombies which helped us beat up all their former friends!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Kevin S.:&#039;&#039;&#039; My personal favorite moments were the &amp;quot;innapropriate cliche&amp;quot; defenses, especially Lord Raz&#039;s successful use of his &amp;quot;Upper Class British&amp;quot; cliche to defend against the guards bursting in on his and Laura&#039;s character&#039;s tea break. Although as Alan pointed out, at the end I was channeling John Cleese, but it was all in good fun.&lt;br /&gt;
&lt;br /&gt;
: I also like Gundar&#039;s clever use of turning the horns in his helmet upside down to hide the fact that he was a viking ninja.&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=The Pool=&lt;br /&gt;
; Game System&lt;br /&gt;
: The Pool&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 27, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Alan Barclay&lt;br /&gt;
; Players&lt;br /&gt;
: Clinton Nixon, Kevin Schulz&lt;br /&gt;
; Characters &lt;br /&gt;
: 2&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; We buckled some swashes I think. I can&#039;t remember the last time a combat system gave me visions of fast clashing action and a racing pulse - when I was the GM! I don&#039;t want to give away details of the plot - because I&#039;d like to run it again for people on this list - so please forgive a the lack of detailed narrative. I&#039;ll try to capture a few instances though.  I can see where the game would give the impression that swashbuckler won&#039;t work - the combat system, by itself is sudden and bloody. But if you haven&#039;t role-played the Spiritual Attributes, you haven&#039;t seen the heart of the game.&lt;br /&gt;
&lt;br /&gt;
:SA&#039;s are emotional drives defined by the player. When he role-plays action in line with an SA, he can earn a point for it. When a task, like fighting, involves one or more SA, they contribute bonus dice to the task. SAs are also be spent to improve the character&#039;s abilities.&lt;br /&gt;
&lt;br /&gt;
:Earlier on, pursuing SAs created some amusing events. For example, Fergus (motivated by memories of his own unrequited love) was engaged in trying to play Cyrano for the dour and depressed young noble from the north - who wanted to woo a lady destined to be the death of many men. At the same time, Roland was trailing kidnappers, taking names, and all out of bubblegum.&lt;br /&gt;
&lt;br /&gt;
:The bonus dice make all the difference in combat. In the final battle to save a noble from kidnapping, Roland (Clinton) and Fergus (Kevin) were getting 3-8 extra dice from things like &amp;quot;Destiny to defend a kingdom&amp;quot;, &amp;quot;Drive to serve my lord&amp;quot;, etc. Meanwhile the kidnappers had no active SAs in the situation and got pasted. Even my fancy French duelist, who was set up with SAs that activate competing with another gentleman was defeated - all because the two PCs were commoners! And the combat system allowed an interesting end to his battle - Roland took a chance on downing him with a punch, instead of killing him with a weapon, and boxed his larynx. So Antoine, gasping on his knees, surrendered.&lt;br /&gt;
&lt;br /&gt;
:Writing the adventure was a lot of fun and I&#039;m pleased how well it turned out. I&#039;d be happy to run it again for other players.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
&lt;br /&gt;
=FREEDOM, WVa=&lt;br /&gt;
[[Image:FreedomWV_poster.gif|thumb|FREEDOM, WVa  &amp;quot;movie poster&amp;quot;]]&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.allflesh.com/flesh.html All Flesh Must Be Eaten]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Kevin Perrine&lt;br /&gt;
; Players&lt;br /&gt;
: Pete playing Dimitri&lt;br /&gt;
: JoeZ  playing Virgil&lt;br /&gt;
: ??? playing Forest&lt;br /&gt;
: Lynn playing Calvin&lt;br /&gt;
: Wilhelm playing Edgar&lt;br /&gt;
: Laura playing Sara&lt;br /&gt;
&lt;br /&gt;
; Characters (aka. &amp;quot;our cast&amp;quot;)&lt;br /&gt;
: Dimitri: russian college friend / scientist.&lt;br /&gt;
:Virgil: Tim&#039;s long lost brother and notorious Biker.&lt;br /&gt;
:Forest: college buddy, now Tree Hugger type.&lt;br /&gt;
:Calvin: 15 yr old Goth kid, taking pictures of the dying Tim.&lt;br /&gt;
:Edgar: Youth Pastor and guitar playing friend to Tim.&lt;br /&gt;
:Sara: childhood friend, now police officer.&lt;br /&gt;
; Date&lt;br /&gt;
: January 20, 2003&lt;br /&gt;
; Technical &amp;amp; Pre-Game Notes&lt;br /&gt;
: I plan to have the basics of several archetypes from the books.&lt;br /&gt;
I&#039;ve trimmed them all down to the NORM level for this playtest&lt;br /&gt;
session. If have the book and you&#039;d like to make your own character and&lt;br /&gt;
bring it - go ahead, but be sure and use the NORM rules... I&#039;d&lt;br /&gt;
also stay away from the supernatural powers (stuff using&lt;br /&gt;
Essence) unless you clear it with me prior to Monday.&lt;br /&gt;
: For background:&lt;br /&gt;
My base idea is that the PCs are all coming into town to have&lt;br /&gt;
ONE LAST HURRAH with an old friend that&#039;s dying from&lt;br /&gt;
cancer... He&#039;s checking himself out for the weekend and you&#039;ll&lt;br /&gt;
be partying like it&#039;s 1999 to celebrate his life.&lt;br /&gt;
So characters can be from anytime/place from your friend&#039;s life&lt;br /&gt;
(High School, College, Work, a walkabout in Europe, etc...),&lt;br /&gt;
the only real requisite is that you&#039;re his friend (or family). :-)&lt;br /&gt;
: Archetype I have are:&lt;br /&gt;
Alcoholic, Athlete, Beautician, Biker, Business Man, Butcher,&lt;br /&gt;
Cheerleader, Tree Hugger, Criminal, Goth, Hacker, Hustler,&lt;br /&gt;
Musician, Priest, Reporter, Rural, Scientist, Store Clerk,&lt;br /&gt;
Teacher / Academic.  If you have requests for something else I can write it up for you...&lt;br /&gt;
; Recaps&lt;br /&gt;
: check out threads around the [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/message/16454 SGA Yahoo Group starting here]&lt;br /&gt;
: 10 folks made it out for the evening... Alan ran [[SGA_2003_Archive#Riddle_of_Steel|&amp;quot;Riddle of Steel&amp;quot;]]. Kevin ran &amp;quot;All Flesh Must Be Eaten&amp;quot; (zombie game).&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;Ok that was alot of fun! It more than met my expectations. The only problem is the group (including the ZM) was so involved and did such a great job that i have no idea if the game mechanics were good. I&#039;ve roleplayed for about 12 years now and i must say that SGA members tend to do a wonderful job playing their characters even if they didnt create them. I feel like an amature everytime. My favorite part was realised as my character when flying off the car that we were all headed to my SUV and not only do i have the keys but im the only one who knows the zombies weekness. other good moments included the tree hugger screaming somthing about death to toxic waste and charging in, the goth kid snaping photos of the zombies, the youth pastor thinking hes the right hand of god for a moment, the cop useing a flag pole as a weapon, and of course the biker fending off a little zombie with a teddy bear.&#039;&#039; &#039;&#039;&#039;-pete&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I also had a great time. You have so much great energy Kev. You really got the zombie movie feeling going with your opening description of the semi truck driving down the highway outside of town! I also had fun with the improvised weapons. Calvin sticking Mr. Wiffle in the head with the check holder. Sarah accidently flinging Mrs. Wiffle at her friend with the West Virginia State flag, Whoops&#039;&#039;  &#039;&#039;&#039;-- Laura&#039;&#039;&#039;&lt;br /&gt;
: &#039;&#039;I thought the story was excellent. Unfortunately the amount of set up cut down on the time we were able to spend bashing Zombies, but it did also provide a good &amp;quot;normality anchor&amp;quot; to drive home the gruesomeness when the dead started walking. Part of it was simply dealing with the fact that since Monday night games are oneshots, we were on a limited time budget.  They, um, kinda shambled? I found the rules system rather banal, and not particularly contributing to the genre, but they didn&#039;t inhibit it either. For example, I like the idea of open ended die rolls, but the AFMBE version of them just seemed like a clunky implementation of a good idea. I thought it worked well, and jumping between characters kept everybody involved. I really admired your effort to keep things moving quickly. It seems like the AFMBE combat system could be prone to bogging down if not carefully managed. For the most part we avoided that. The frenetic narration style you adopted was excellent. Really helped set the mood. Or are you always like that? Keeping the lifepoints hidden was a good idea. I was actually surprised when Dimitry went down, and I had no idea how badly Forest was hurting. I think love of Zombies transcends all barriers.  &amp;quot;I kick ass for the LORD!&amp;quot; from the fine Peter Jackson film &amp;quot;Dead Alive&amp;quot;. Which everybody should run out and watch. That or &amp;quot;Meet the Feebles&amp;quot;. Both fine films. As good as &amp;quot;Lord of the Rings.&amp;quot; Really. Trust Me.&#039;&#039;  &#039;&#039;&#039;-- Wilhelm&#039;&#039;&#039;  &lt;br /&gt;
: &#039;&#039;I think if one person really jumps into character everyone else starts to follow along. Also kev you were really into it and kept the pace moving so we didnt have time to think about turning every situation into a pun. I think dead time is when i personaly start thinking of jokes. I love and hate opening sceens. I love them in that every game ive ever played with one has been an intresting story, usualy done by a good story teller and does a great job of keeping players motivated and intrested. I hate them because i have yet to see an open ended game that used them well. Games that use open sceens or movie style sceens are usualy built around a story and not the characters, however you cant really build a one shot around the characters. The beauty of the one shot is in that players are willing to be more heroic and go out with a bang rather than worry about losing this character they have played for a year. love it! one of the reasons i love shadowrun so much is the ability to burn a karma pool point for an automatic success I agree (lifepoints secret), one of the reason i like games that gauge damage on light vs serrious and things of that nature is that as a player im not tempted to say im ok i got 20 hit points ill use it when i get to 5 (yes i have munchkin temptations i must resist) As a GM though i try to let players keep track of most things because im lazy and i dont want to take the time im already tracking for the 20 bad guys. idealy though a GM should always discribe how bad a player is hurt and players shouldnt know stuff like i can take 2 more hits from a longsword.&#039;&#039;  &#039;&#039;&#039;-- Pete&#039;&#039;&#039;&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: 6 folks had planned to play &amp;quot;All Flesh&amp;quot; for the evening. I handed out templates to choose from and we got the game rolling...&lt;br /&gt;
The mandatory piece for the evening was to come up with your connection to one: Timmy Coffin... our dying friend, who we were all coming into town for one last HURRAH to celebrate. The Town... a little place we like to call - &amp;quot;Freedom, WVa&amp;quot;.&lt;br /&gt;
: Some key things I wanted to mention:&lt;br /&gt;
* I planned just too much, and missed some stuff but I don&#039;t think it effected the game so much. I tried using &amp;quot;bullet counters&amp;quot; for the players and I kept all the life points for the characters to add some dramatics to injuries taken...&lt;br /&gt;
* the players get a standing ovation from me... you guys did EXCELLENT! And Will - your girlfriend (forgot her name again damnit!) was incredible for not playing RPGs.&lt;br /&gt;
* My Favorite Quote: &#039;&#039;&#039;&#039;&#039;&amp;quot;I&#039;m kicking Zombie Ass in the name of the LORD!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* My favorite character Moment: tie between - Dimitri shot off the top of the police car into the store window and all that followed or Calvin using one of those pointy things you put checks on in restaurants to impale the Zombie Mr. Whipple&#039;s brain!!&lt;br /&gt;
* My favorite NPC Moment: that poor little Zombie boy with teddy bear in his footy pajamas...&lt;br /&gt;
* I was thinking of sharing my &amp;quot;preperation notes&amp;quot; if anyone is interested in talking about GMing and how you prepare for games, and show mine as an example. Anyone interested?&lt;br /&gt;
: Zombie Stuff (was Monday (Jan 20) - How it went)&lt;br /&gt;
: Sometimes players throw me as the GM. I was stuttered when&lt;br /&gt;
Joe really jumped into character (with Virgil) there at the&lt;br /&gt;
begining and then everyone jumped in FAST.&lt;br /&gt;
I forgot how excited some folks get.&lt;br /&gt;
Even Lynn!! who is new to RPGs... just incredibly great.&lt;br /&gt;
To make this relevant (enough butt kissing)...&lt;br /&gt;
Why do you think that happens in some games?&lt;br /&gt;
and then others lead to, not enough roleplaying - or just go&lt;br /&gt;
silly with comedic reference - or are just bad...?&lt;br /&gt;
: [on Dimitri flying and dying] True - that was epic (and unplanned for the most part).&lt;br /&gt;
I had waited all game to share that flashback with someone&lt;br /&gt;
(that I thought would be appropriate) and I picked the&lt;br /&gt;
PERFECT person.&lt;br /&gt;
LONG LIVE DIMITRI!!&lt;br /&gt;
: I always worry about my &amp;quot;opening scenes&amp;quot; have never NOT ran&lt;br /&gt;
a game without opening with some sort of opening scene....&lt;br /&gt;
I can&#039;t imagine starting a game anymore without that cool&lt;br /&gt;
opening sequence that always comes prior to the titles and&lt;br /&gt;
theme song (for movies or TV shows).&lt;br /&gt;
It&#039;s stuff you wouldn&#039;t need to know (as players) and stuff you&lt;br /&gt;
have to firewall as characters (because you technically didn&#039;t&lt;br /&gt;
see it) but sometimes somepeople just don&#039;t understand what/&lt;br /&gt;
why I&#039;m doing those openings... it also hopefully sets you into&lt;br /&gt;
the tone of the game universe - starting up your disbelief&lt;br /&gt;
engine.&lt;br /&gt;
When I&#039;ve done it best - they really add to the overall game.&lt;br /&gt;
I just can&#039;t open a game straight to the PCs sitting around a table&lt;br /&gt;
anymore.&lt;br /&gt;
: [on Monday Night Short-Shot time budget]&lt;br /&gt;
I was trying to watch the clock to plan WHEN to get beyond the&lt;br /&gt;
set up time. I was doing okay (everyone was in town at at the&lt;br /&gt;
bar by 8pm) but then the length of time coming out of your&lt;br /&gt;
rooms slowed down.... and then the group splitting slowly and&lt;br /&gt;
then getting back together slowly (after the imminent dangers)&lt;br /&gt;
rolled the game for about 2 hours.&lt;br /&gt;
Which took up to near 10pm.&lt;br /&gt;
and I hadn&#039;t done any of the stuff from outside (the chooper, the&lt;br /&gt;
dogs, the rats, the bear, the bikers returning, the State trooper,&lt;br /&gt;
etc...)&lt;br /&gt;
I wouldn&#039;t change it much though - the set up was excellently&lt;br /&gt;
played...&lt;br /&gt;
I just wish we would have had 1-2 hours more or a second&lt;br /&gt;
game session so that I could draw out some of the stuff I&lt;br /&gt;
crammed in at the end.&lt;br /&gt;
the one-shot time was limiting... but for me I&#039;m learning with it. I&lt;br /&gt;
had NEVER ran a one-shot game before.&lt;br /&gt;
Combine that with the first time running AFMBE and I&#039;m okay&lt;br /&gt;
with the outcome. :-)&lt;br /&gt;
: [on rules] I actually like the &amp;quot;Uni-system&amp;quot; as a rules set. Even though&lt;br /&gt;
they&#039;re not genre specific I think they simulate the world type&lt;br /&gt;
well... and you&#039;re not afraid of rolling the dice.&lt;br /&gt;
I look at little &amp;quot;gimmicks&amp;quot; like the re-rolling 10s and 1s as just&lt;br /&gt;
that - Gimmicks.... to set the game further apart from all the&lt;br /&gt;
other D? + Attribute + Skill = difficulty number games.&lt;br /&gt;
My only wish...&lt;br /&gt;
I worried sometimes (as player and GM) that in a game if you&lt;br /&gt;
NEED to succeed at something and you have no way to help that&lt;br /&gt;
(other than your roll) it can be hindering.&lt;br /&gt;
I sort of wish ALL games would include a &amp;quot;hero point&amp;quot; type&lt;br /&gt;
mechanic (seen in: Adventure!, Deadlands, MnM, 7th Seas,&lt;br /&gt;
etc...) even if the cost is high, to help with those situations...&lt;br /&gt;
Actually - Buffy RPG does have these &amp;quot;Drama Points&amp;quot; and it&#039;s a&lt;br /&gt;
trimmed down Uni-system lite game...&lt;br /&gt;
: [on frenetic narration style] &lt;br /&gt;
I do try to go &amp;quot;on-stage&amp;quot; when GMing.&lt;br /&gt;
I figure - if the players see that I&#039;m okay with making a fool out of&lt;br /&gt;
myself in front of them by acting the parts and such then they will&lt;br /&gt;
feel more open to playing their characters to the hilt.&lt;br /&gt;
Lead by example kinda play...&lt;br /&gt;
but no - normally I&#039;m more reserved. a little goofy fun&lt;br /&gt;
sometimes...&lt;br /&gt;
I don&#039;t know that&#039;d be a fun question for me to have answered by&lt;br /&gt;
Joe or Laura - since they &amp;quot;know me&amp;quot; from other games and&lt;br /&gt;
outside of games... Guys??&lt;br /&gt;
: [on Keeping the lifepoints hidden]&lt;br /&gt;
Dimitri went down HARD... the throw through the window from&lt;br /&gt;
the speeding police car crash was:&lt;br /&gt;
D6 per yard (based on falling) with some &amp;quot;terminal velocity&amp;quot; (up&lt;br /&gt;
to x50) involved = my roll of,&lt;br /&gt;
(D6 x 4 slashing) x2 ... which brought him down 24 points (my&lt;br /&gt;
roll was a 3), then the 4 Zombies ripping at his head (D4 x4&lt;br /&gt;
slashing) x2 forced him forced him below -10... making him roll&lt;br /&gt;
a Survival check.&lt;br /&gt;
If he failed he was dead. he succeeded so he lived for another&lt;br /&gt;
minute - then you guys helped him a little stopping the Survival&lt;br /&gt;
checks for the moment...&lt;br /&gt;
Forest was in bad shape (hope I described that well enough)&lt;br /&gt;
he was down to 17 of his 34 LPs prior to getting some first aid&lt;br /&gt;
bringing him up to 24. One or two more good shots and he&lt;br /&gt;
would have went down (from a Zombie - a gun would have&lt;br /&gt;
killed him most likely)&lt;br /&gt;
hence...&lt;br /&gt;
I really liked the effect and modifiers that damage did... I like&lt;br /&gt;
the effect of multiples slashing/stabbing and bullets do alot!&lt;br /&gt;
It really forces the survival aspect.&lt;br /&gt;
Minor note - all the damage everyone did to any Zombie was&lt;br /&gt;
ignored (unless it hit the brain)&lt;br /&gt;
A &amp;quot;chop&amp;quot; to a leg/arm for 15 points total would have severed&lt;br /&gt;
them... but that never happened. :-)&lt;br /&gt;
:  Now that I think about it I think it REALLY REALLY matters that&lt;br /&gt;
all the participants are open (if not excited) to try the game. Or&lt;br /&gt;
to try playing with the GM or players no matter the game.&lt;br /&gt;
Now that I think about it - every game that I&#039;ve played or ran in&lt;br /&gt;
which all the participant WERE NOT willing to forgo any doubts&lt;br /&gt;
about the game (or GM or players) and be way open to making&lt;br /&gt;
the experience fun for everyone (ie. NOT just themselves!),&lt;br /&gt;
they&#039;ve all ended up sucking really bad.&lt;br /&gt;
sometimes playing with the same players for any long time can&lt;br /&gt;
build weird assumptions that carry across to any other game you&lt;br /&gt;
play with them. Sometimes it doesn&#039;t.&lt;br /&gt;
weird...  I think if the GM plans and doesn&#039;t get lazy&lt;br /&gt;
with them (or the game) you can continue these right through.&lt;br /&gt;
For example - if we were to continue the Zombie game I&#039;d&lt;br /&gt;
probably begin each &amp;quot;episode&amp;quot; like a TV show... First the&lt;br /&gt;
&amp;quot;PREVIOUSLY on ...&amp;quot; describing last week&#039;s actions (and KEY&lt;br /&gt;
moments or clues from past games).&lt;br /&gt;
then move into a quick fun pre-titles scene with either the PCs&lt;br /&gt;
in a short shot scene (setting up something or media res) or&lt;br /&gt;
plan something showing the bad guys or other events that will&lt;br /&gt;
lead into the game later...&lt;br /&gt;
I think everyone gets to that point after playing for a time... I used&lt;br /&gt;
to HATE rules and figuring them out. I&#039;m still not the best at it but&lt;br /&gt;
I know the things I like to KNOW before playing a new game.&lt;br /&gt;
Like: what controls initiative, what the scores you need to be&lt;br /&gt;
average are (to gauge yourself), etc.. etc...&lt;br /&gt;
I&#039;m feeling this way more and more these days.&lt;br /&gt;
It is a LOT to track as a GM but I felt the Zombie game was better&lt;br /&gt;
because the players just didn&#039;t know...&lt;br /&gt;
It also helped that I didn&#039;t have to track bad guy DeadPoints&lt;br /&gt;
because they only counted if hit in the brain. :-)&lt;br /&gt;
that&#039;s another COOL thing that the Uni-system lite has going&lt;br /&gt;
for it....&lt;br /&gt;
Its not in AFMBE, but in it&#039;s spin off rules for Buffy RPG the GM&lt;br /&gt;
doesn&#039;t even have to roll in combat (NPC) situations. The bads&lt;br /&gt;
have single numbers to compare the PC&#039;s roll to (either hitting&lt;br /&gt;
or dodging) .&lt;br /&gt;
So it would be easier to track the LifePoints.&lt;br /&gt;
I&#039;m really seeing that I LIKED the AFMBE Uni-System more&lt;br /&gt;
than I thought.&lt;br /&gt;
&lt;br /&gt;
=Shadowrun=&lt;br /&gt;
; Game System&lt;br /&gt;
: Shadowrun&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Pete&lt;br /&gt;
; Players&lt;br /&gt;
: Laura,  &lt;br /&gt;
; Characters&lt;br /&gt;
: A Physical Adept elf Steel Orchid(Laura), Orc Rat Shaman called Fang and a cybered up street samurai&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Laura:&#039;&#039;&#039; The module is written by one of the original D&amp;amp;D guys and it&#039;s a lot like a D&amp;amp;D dungeon crawl done as Shadowrun. The first part takes place in the Tacoma sewers and the GM is supposed to roll for a random encounter at each tunnel crossing. I&#039;ve never seen anyone roll for random encounters in SR before :). The GM in our game decided not to roll every time. We only ran into two different groups of Orcs and two ghouls. Who would of thought the sewer was so crowded.&lt;br /&gt;
&lt;br /&gt;
: It did work for one night, mainly becuase we skipped through some parts. I think it gave the two newbies a good idea of how the game goes. It was a rather silly module, I think it&#039;s better for one shots then as part of an ongoing game.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: Seeing how i ran it i may as well say somthing DNA/DOA is not one of the better ones but it is the first one writen (not by time line though) The two harliquins and the two (i think theres two) ones that deal with Deus are considerd the best.  The neat things about all the adventures good or bad is that like the living series by wizards, these are events that did happen in the universe. Next month ill probably try running &amp;quot;Mecurial&amp;quot; ,if any are intested, which i feel is a average or above average one, characters to be basied on the point system rather than priorities (we did the priorities last time) Mercurial is actualy a two parter so depending on time we may quit early or try to squeeze through the whole thing. Mecurial is the first one acording to timeline.&lt;br /&gt;
&lt;br /&gt;
=Spaceship Zero=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.spaceshipzero.com/ Spaceship Zero]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Mark Hughes&lt;br /&gt;
; Players&lt;br /&gt;
: Kevin, Alan, ?&lt;br /&gt;
; Characters&lt;br /&gt;
:&lt;br /&gt;
; Date&lt;br /&gt;
: January 14, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Mark:&#039;&#039;&#039; &lt;br /&gt;
:&#039;&#039;&#039;The good:&#039;&#039;&#039;&lt;br /&gt;
:I described everything in a low-budget sci-fi manner--the planet scenes are all in a rock quarry, and though the players didn&#039;t push on the parts where they&#039;d find out, the ship set is made of plywood. That&#039;d be edited out for broadcast, of course.&lt;br /&gt;
&lt;br /&gt;
:The system is fast and simple; there&#039;s no rules at all to remember, really. Most complication-free game I&#039;ve used in a very long time.&lt;br /&gt;
&lt;br /&gt;
:The players were just using templates, and still got really into character, hamming it up. Cheesy sci-fi all the way. It brings out the right stuff in people.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The bad:&#039;&#039;&#039;&lt;br /&gt;
:It&#039;s hard to kill anything in one shot, unless you just use ZM fiat to say &amp;quot;he&#039;s dead&amp;quot;. That&#039;s not entirely bad, but the super-modern weapons just aren&#039;t super enough. I might halve the number of Body Points you get.&lt;br /&gt;
&lt;br /&gt;
:Rolling skills too often is bad, because you have low percentages. So I used two kinds of tests: 1) Simple tests, where you would always succeed unless you rolled 00, but the skill roll tells me how well or badly for descriptive effect; 2) Stress tests, where you can fail drastically.&lt;br /&gt;
&lt;br /&gt;
:But if you don&#039;t roll skills often, you don&#039;t get to test those Zero skills and earn many Zero Points. What I&#039;m going to do for long-term play is allow players to buy 1 Zero Point for 1 EP, once per session. I might also give out 2 ZP every time you roll a 0 when testing a Zero skill, since it didn&#039;t happen enough.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The optional:&#039;&#039;&#039;&lt;br /&gt;
:I&#039;m strongly considering adapting the TORG Drama Deck over to it, to enhance the cinematic feel even more.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;The episode:&#039;&#039;&#039;&lt;br /&gt;
:I fast-forwarded them through the destruction of the universe, and they came out near Tau Ceti, with systems damage to the Bendall Field and the BTL drive, and low on supplies. After a few false navigation starts by the Robot, they land on Tau Ceti IV: The Rock Quarry Planet, a couple miles from a habitation of some sort.&lt;br /&gt;
&lt;br /&gt;
:The Captain and Scientist send the Robot out to investigate, but unfortunately the Robot becomes lost. Finally all going out, they find that the camp consists of wood barracks and a shiny dome, with human prisoners digging in the rock, while human &amp;quot;trustees&amp;quot; with human prods keep them working, and hybrid overseers watch the trustees, armed with guns.&lt;br /&gt;
&lt;br /&gt;
:They sneak in, well, except that the Captain&#039;s none too good at that sneaking stuff, and are captured by would-be rebels among the slaves. After a bit of a scuffle, the Captain is recognized as the reincarnation of the &amp;quot;Chosen One&amp;quot;, and they are brought into the barracks.&lt;br /&gt;
&lt;br /&gt;
:After a bit of &amp;quot;if someone asks you if you&#039;re a god, you say *YES*&amp;quot;-ness, the slaves are rallied into a fighting force of sorts, and an ambush is prepared for the next day.&lt;br /&gt;
&lt;br /&gt;
:Well, after a slightly bloody charge at the trustees and a horrifyingly bloody charge into the disintegrators of the Hydronauts (I&#039;d expected them to pick off many of the Hydronauts first, oops), 169 of the original 206 slaves were killed, but the 37 survivors have been liberated and armed, and the Captain slowly restored their confidence and determination to free the rest of the slaves on Tau Ceti, while the Robot located the next slave colony. I made the world&#039;s simplest mass combat rules, just determining how many trustees, hybrids, and hydronauts a slave could kill per 2 turns, and vice versa.&lt;br /&gt;
&lt;br /&gt;
:Definitely a pyhrric victory, but that works well for the tone of the show described in the episode guide.&lt;br /&gt;
&lt;br /&gt;
:I can&#039;t reveal the details in public, but my Universe 2 is pretty variant. After reading the ep guide, I couldn&#039;t just do *one* world, I have to give them a whole bunch of strange places to go and universes to blow up before they get to anything like home.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Kevin:&#039;&#039;&#039; It&#039;s basically a game that you play in the style of the old Sci-Fi radio and TV shows - you know the ones as campy (or more) than Captain Kirk with that styrofoam boulder over his head... Think Captain Video, Buck Rodgers, Flash Gordon and the like.  I LOVE that style and time period for short run games... I&#039;m not sure how it would feel running it long term - I&#039;d guess it&#039;s best at short shots.  The rules however aren&#039;t my cup of tea... They work just fine (very similar to the old Basic Roleplaying rules of CoC) but they don&#039;t feed into the style of the game much at all...  Beyond that I had a great time playing! Mark did a good job giving us the feel of the game...  Myself (the befuddled Scientist), Alan (the Robby style robot) and KevinS. (the man&#039;s man Captain), found ourselves on a world inwhich humans were being opressed by evil fish overlords... As any Space Corp crew would do, we quickly set ourselves up as Gods and went about freeing the slaves from tyranny (only losing 170 of the original 200)!  Much fun was had by all including much GREAT roleplaying by Alan and Kevin really sinking into their roles!!&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Alan:&#039;&#039;&#039; Yeah, I thought the fun part of the game was playing the TV SF tropes. After a brief glance at the book, I&#039;d say that the resolution and rewards systems don&#039;t really support the genre per se. Character generation certainly provided the right templates, though - including the slave girl who gives others a bonus when sitting in their lap. More rules like that would reinforce the camp.&lt;br /&gt;
&lt;br /&gt;
:What suceeded was our understanding of the SF cliches - and I thought Mark&#039;s way of describing the planet as &amp;quot; a gravel pit somewhere in England&amp;quot; set a great tone. We joked about standard settings, like the California desert, a deserted industrial plant, or a steam tunnel. I began to envision a game that made these elements part of the rules - and maybe even included reusing parts and sets (remember how the Romulan cloaking device resembled Nomad from The Changelling in ST:OS?)&lt;br /&gt;
&lt;br /&gt;
:All in all, I had fun.&lt;br /&gt;
&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: The Zero Dice would, if you had more of them. I&#039;m definitely using some house rules next time to start PCs out with their max ZD, and get more ZD more often.&lt;br /&gt;
&lt;br /&gt;
: But yeah, a very simple percentile system like that is just meant to work and get out of the way, and it doesn&#039;t try to be period. Since I grew up playing Star Frontiers, Call of Cthulhu, and Rolemaster, it feels perfectly natural to me.&lt;br /&gt;
&lt;br /&gt;
: I think the game works well for an episodic tone. You *could* run a continuous-time campaign, but fast-forwarding through what&#039;s happened since the last ep and starting you in the action is more in line with how a TV show works. I was strongly considering having a &amp;quot;commercial break&amp;quot;. I didn&#039;t try out the &amp;quot;Dramatic Time&amp;quot; rules for only using in-character speech, but that&#039;s more for the radio serial.&lt;br /&gt;
&lt;br /&gt;
=The Riddle of Steel=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.theriddleofsteel.net/ The Riddle of Steel]&lt;br /&gt;
; Pitch&lt;br /&gt;
: I&#039;ll be running The Riddle of Steel that night. Characters will be pre-generated, and there will be room for four players.&lt;br /&gt;
; Game Master&lt;br /&gt;
: Clinton R. Nixon&lt;br /&gt;
; Players&lt;br /&gt;
: Laura, Gabriel, Pete, Ryan&lt;br /&gt;
; Characters&lt;br /&gt;
: 4&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Gabriel:&#039;&#039;&#039; For my first time at the Game Night, I had a blast. We started out on my ship. I was the captain, Virgil. An explorer. We are first attacked by a Sea Serpent. We manage to defeat the beast, but I suffer a nasty chest wound, causing me great pain.&lt;br /&gt;
&lt;br /&gt;
: From there, we sail towards a glimmering shimmer on the edge of the ocean. It turns out to be a small island. Upon landing at the island, we find a track into the forest. We follow it, leading to a small glen, with a glittering pool.  In the pool is a beautiful lady, only she seems more beautiful than humanly possible (think elven beauty here). My first mate, Corwin, dives into the pool upon seeing this fair thing. I tie a rope around me, and instruct our cohorts to pull me out in a couple minutes. I dive in after Corwin.&lt;br /&gt;
&lt;br /&gt;
: Opening my eyes under the water, I see myself beside the beauty, but what ho! I am not underwater, but on the deck of a ship, sailing on the clouds. I ask the woman where my friend is. She replies, &amp;quot;he is safe.&amp;quot; I disagree, and ask where he is again. She tells me that I worry too much. I say, &amp;quot;Yes, I do worry, but for good reason, I think.&amp;quot; Finally, I break free of the spell and see Corwin floating below me, almost within arms&#039; reach. I try to grab him, but they begin to pull me out. I try harder. So close. Almost! My fingers brush against the collar of his jerkin, but alas, it is too late. I am pulled free.&lt;br /&gt;
&lt;br /&gt;
: I look up to see a elven fellow aiming a nocked arrow at me. I get up, and reluctantly follow him, and my companions. What have I gotten myself into?&lt;br /&gt;
&lt;br /&gt;
: I soon find out as we approach the ruins of what seems to have been a great elven city, but is now only ruins. There are a few structures in decent repair, but by and in large, most of the city is moss-lined, grass covered debris. A shame, perhaps. At this point, the fellow I hired on as a deck-hand dashes off, away from our captors. Suprisingly to all, he disappears into a building. The guards chase after him, but he manages to avoid them and escape. I do not know what becomes of him. The guards return, and they look quite crestfallen, and saddened. Must not have expected a human to get the best of them, eh?&lt;br /&gt;
&lt;br /&gt;
: Finally, we reach a large building, and our led inside. Our weapons are taken from us, but I think the druid hid his dagger. We are led into a room, where the woman who appeared to us earlier is seated in a thrown, incrusted with elven art (think leaves and scrolls). She tells us that she is thankful to us for having brought her a new consort to revive her people, and for the ship, to strengthen the fleet. But we are also told not to meddle, lest our lives be forfeit. I tell her that in now way may she have my ship. She disagrees.  Suddenly, she glances at one of her guards, and points at the ceiling. He nods, and departs. Leaving only her and the guard, I bide my time. After the guard has been gone a few minutes, I proceed to make a dash for my sword, stored in the other room. But fate is not on my side this night. As I attempt to bypass the other guard, I am defeated. He first hits me in the shoulder, causing great pain, then strikes me in the jaw. The world goes black.&lt;br /&gt;
&lt;br /&gt;
: Thus ends my part in the story. I look forward to finding out what happened.&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;Pete:&#039;&#039;&#039; Corwin the mighty (or johny bravo take you pick) I had sailed us bravely through monster infested waters when alas a great serpent was spoted so I loaded the canon for my noble captain... alas it struck but the serpent came so my captain shot it squarly with his trusted crossbow.  still the beast came it bit my captain, so i grabed my trusty axe and with a great war cry behead the scummy thing. Alas my captain had fallen but i had my revenge.  I then found an island and rowed us ashore.&lt;br /&gt;
: I blased a mighty trail through the thickest of woods till we came to a pool. The most beautiful of women lived in the pool and beconed me to join her so i droped into the mighty waters and took her...&lt;br /&gt;
: darkness...&lt;br /&gt;
: i awoke in the might suit god had given me and in a grand bed my lady entered so i arose and went to her proundly ready to take her again, but she told me she would already bear me a might warrior of a son and to put some cloths on that she might not be tempted by my beauty. I did as my lady asked, but left my shirt unbuttoned so that it might tease her and all the other women. We went to the great chamber where my captian came. I sat on my mightly thrown as king and told my captain to take a sack of riches with him if he would cut me from my contract and go his way leaving me with my lady. He agreed and one of the guards arose in anger that a human would be alowed to take elven treasure and struck down my captain. In my bitter rage i killed the guard with my bear hands. Then i picked up treasure and strung it over my back.  Then i went over to the lifeless body of my captain and picked him up. I kissed my lady goodbye saying the elf men would always be jellous of my beauty and i must leave. She wept bitter tears but let me leave saying she would take good care of my son and he would know of his heroic father. I carried my burdens back to the ship and set sail for a great adventure... but that is another tale.&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &#039;&#039;&#039;Ryan:&#039;&#039;&#039; Open seas, blazing trails, battles, bravery, and adventure.... The tails you speak of of great heroes, and stir my blood to do the same....&lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
: I had fun last night as well. I didn&#039;t think my Riddle of Steel game went as well as it could have, but a splitting headache on my part added to the distraction.&lt;br /&gt;
&lt;br /&gt;
=Stone Hearts, Stone Memories=&lt;br /&gt;
; Game System&lt;br /&gt;
: [http://www.chimera.info/dust-devils/ Ronin/Dust Devils]&lt;br /&gt;
; Pitch&lt;br /&gt;
: &lt;br /&gt;
; Game Master&lt;br /&gt;
: Wilhelm Fitzpatrick&lt;br /&gt;
; Players&lt;br /&gt;
: &lt;br /&gt;
; Characters&lt;br /&gt;
: 3&lt;br /&gt;
; Date&lt;br /&gt;
: January 6, 2003&lt;br /&gt;
; Technical Notes&lt;br /&gt;
: &lt;br /&gt;
; Recaps&lt;br /&gt;
: &#039;&#039;&#039;Wilhelm:&#039;&#039;&#039; Well, here it is, what I believe is the first actual play report for Ronin (the feudal Japan adaptation of the Dust Devils rules).  I&#039;ll try to play to all factions by recounting the story we created, along with my observations on my experience of using the Dust Devils system.&lt;br /&gt;
&lt;br /&gt;
:First let me comment that I had never played Dust Devils itself, nor in fact run any of the modern systems that explicitly transfer director power to the players, although I have played in some.  So the first thing I noticed was the serveral times my players had to remind me when it was time for me to shut up :)  But in all, I liked the ability for players to insert their own ideas into the story.  One trick I did use a few times was to &amp;quot;clarify&amp;quot; a fact that a player had introduced in narration to introduce a plot element from my back story.  Is this a sin against the freedoms of shared directors stance?  I dunno, but i seemed to work.&lt;br /&gt;
&lt;br /&gt;
:Also, I added a variant to the variant, in that I felt that the use of poker cards as the fortune mechanism was a great choice for the old west, but disturbed the mood of Ronin.  So I developed a variant conflict resolution system using Mah Jongg tiles.  We also used Go stones in place of poker chips.  The players had a little difficulting figuring out their hands until they got used to the Mah Jongg suits, but I had prepared cheat sheets with pictures of the tiles, and after a few conflicts they got the hang of it.  Everybody loved the feel of using the tiles, and it was great to be able to say stuff like &amp;quot;Well, your flush in bamboo wins the hand, but I have the red dragon so the narration is mine!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:I set my adventure in the early medieval period, during the fall of the Kamakura Shogunate and the rise of the Daimyos as powers in their own right.  Unlike the sample Dust Devil adventure, I did not pregen characters, but had players create their own.  One of the players wound up using Roji the Damned from the Ronin sample rules.  The others were:&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Matsunai Ishiro&#039;&#039;&#039;, a samurai disgraced by defeat in battle, driven to seek out and challenge the best swordmasters in the land to learn their secrets.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Endo Toshiro&#039;&#039;&#039;, a ronin of dubious repute, driven by his lust for wealth, justified to himself as &amp;quot;saving his family from poverty&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Tanaka Umiko&#039;&#039;&#039;, daughter of a great swordsmith and last of her line, she seeks revenge on the mysterious lord who killed her family and stole her fathers greatest sword.&lt;br /&gt;
&lt;br /&gt;
:One challenge was then to weave the characters motivations into what I had prepared.  My preparation consisted of developing four important NPCs whose relationships presented two seperate, but losely linked conflict, was well as detailing a few important locations, and providing myself with a list of other &#039;color&#039; NPCs that might come in handy if needed.  The back story I developed was partially a mystery, and in development I had to explicitly force myself *not* to come up with all the answers, since I did not want to be too wedded to something if the players came up with a better idea.  My final approach was to provide myself with a good history of how the current situation came to be, but not to run my ideas forward to any kind of conclusion.&lt;br /&gt;
&lt;br /&gt;
:The advantage of having the setting worked up in some detail was that I was able to come up with plausible tie-ins for all the characters except one (Roji) and after the game I realized I could have accomodated him as well with a little more thought.&lt;br /&gt;
&lt;br /&gt;
:I also took some effort before hand to think up a variety of &amp;quot;intro scenes&amp;quot; for characters other than &amp;quot;you start at the inn&amp;quot; (although I did include that :) which allowed me to start the characters fairly spread out.  I think this worked out well, because even once the characters came together (and not till near the end) they did not seem at all averse to suddenly striking back out on their own as need dictated, and I think we did a good job of avoiding the &amp;quot;party mentality&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
:The setting was the village of Isawa, in the moutains of Mutsu province, the summer estate of Governor Ando Tadao adjoining the village, and the nearby Stones Rest monastery.  Peaceful until recently, there were now reports of bandits waylaying travellers on the road at night, and the Governor had sent his most trusted lieutenant, Takehashi Takeru to investigate and deal with it.  Unfortunately, the lieutenant was *not* dealing with the problem, and instead was spending all his time at the Ando estate, being entertained by the governor&#039;s daugher, Lady Haruko (the governor was elsewhere).  Ishiro arrived in the village, having travelled to challenge Takeru, but instead met his wife, who was camped outside the gates of the Ando estate, waiting for her husband to emerge.  Roji travelled in from the opposite direction, spending the night at the monastery and learning strange rumors from the monks.  Toshiro came to the village following the talk of bandits, whether to gain a reward for defeating them, or to join them was not clear at first, and Umiko came to the monastery on the rumor that they might have word of her father&#039;s sword.  Toshiro and Umiko had stopped at the inn, and heard locals speculating that instead of bandits, an Oni (demon) was loose in the mountains.&lt;br /&gt;
&lt;br /&gt;
:Early on I ran into two difficulties figuring out how to do certain things in the Dust Devils system.  One: how to deal with conflicts that involved some uncertainty, but wouldn&#039;t really result in any risk if the didn&#039;t succeed.  For example a character wanted to identify strange carvings at the Stones Rest temple using a lore talent.  I wound up using the conflict mechanic, and simply ignoring difficulty if the player lost.  The other was what to do if really only one element applied.  For example, in the aformentioned challenge, its really just intellectual, so after some messing around the players and I agreed that it was okay to just pull tiles for one attribute.  Since these conflicts were usually minor, I typically only pulled a three tile hand for them, so I think it worked out.  Also once in a while I would simply pull a tile for myself to randomize some decision I needed to make (i.e. who spots the bad guy first).&lt;br /&gt;
&lt;br /&gt;
:There was an initial convergence of all the characters but Ishiro at the monastery, but it didn&#039;t last, as each character had distinct motivations.  Toshiro appeared to be casing the joint, Umiko wanted to know if they had ever heard of the sword she was seeking, and Roji was fascinated by the strange carvings on the temple tower, which predated the founding of the monastery.  Also, on the way up to the monastery, Toshiro had found a roadside Shinto shrine which had been defiled by the addition of a cracked human armbone to the offerings, which lent some crendence to the Oni idea.  Or was somebody trying to frighten people.&lt;br /&gt;
&lt;br /&gt;
:Toshiro actually figured out that the mysterious carvings on the temple were t&#039;aoh t&#039;ieh, ancient Chinese beast masks of uncertain provenance.  This involved an interesting piece of resolution, as Toshiro won narration, but I paid all players one stone to bid away the narration, since I wanted to introduce the t&#039;aoh t&#039;ieh symbolism for forshadowing.  I see reading the rules afterwards that that is not one of the listed options for the dealer, but nobody seemed to mind, and it worked out fine in play.&lt;br /&gt;
&lt;br /&gt;
:There were some good role playing bits at the temple thanks to the character of a elderly monk with a vow of silence I had added as a color character.  He would only communicate via guestures and by writing the occasionaly character in the dust.  I think the players were exaspirated by him, but I can tell you that the GM had a ball :)&lt;br /&gt;
&lt;br /&gt;
:Umiko was redirected to the Takeru the swordmaster by the monks at the temple, and when she arrived at his pavilion, found Ishiro waiting there with Nezumi, Takeru&#039;s wife.  Ishiro had taken to tossing small rocks at an elderly farmer whom he felt was being too nosy into the affairs of his betters, which eventually got him read out by the farmers daughter who was also working nearby, and earned him the nickname &amp;quot;rock thrower&amp;quot; for the rest of the game.  Nezumi chided the Ishiro and Umiko for being irresponsible lay abouts, and urged them to seek out the bandit (in the hope that if the bandits were eliminated, her husband would have no more reason to remain in the area).  This in fact got the characters to go do some more investigation on the moutain road.&lt;br /&gt;
&lt;br /&gt;
:One other piece of preparation I did was to write up a few events which I could drop on characters to get them motivated again when things go slow.  I believe in Forge terminology these are called &amp;quot;Bangs&amp;quot; ?  Anyway, having them handy came in useful several times.  Nezumi goading the characters into going after bandits was one of them.&lt;br /&gt;
&lt;br /&gt;
:Umiko and Ishiro going up the mountain met Roji coming down, and they decided to join forces.  This is where the characters started to come together.  They searched for awhile, then set up camp in the forest to have dinner, and were telling tales of their exploits to each other, when they were surprised by the appearance of the elderly farmer from earlier.  His name was Horokewpo, and he was an Ainu (northern barbarian) who had once served Lord Ando in his youth, and who despite having lost a hand in the service of his lord, was later abandoned when his lord found him socially inconvenient, and he felt a bit ill used by the Ando family.  &amp;quot;I gave my hand that my lord might take an arm&amp;quot; he said.&lt;br /&gt;
&lt;br /&gt;
:He revealed to the players that Lord Ando had once driven an Ogre (or Oyasi as he called it) from the tower which is today the monastery.  He mocked the characters, and felt they would not fare well against such a creature.  He then left for the village, but Umiko, reminded of her father by the old man, chose to escort him back.  And well she did, for as they came upon the roadside shrine, seated upon it in the moonlight, reading from a book was a giant terrible figure.  Umiko tried to sneak up on it, but the creature spoke a poem of secret things coming unbidden, and turned and stuck at her with what at first she assumed to be a bone, but later realized was the pommel of sword.  She also learned that the creature was missing its left arm.&lt;br /&gt;
&lt;br /&gt;
:(This was one of my &amp;quot;edits&amp;quot; of player narration.  The player said bone, afterwards I added &amp;quot;well, that&#039;s what you thought it was at first...&amp;quot;  In additional incidents I detailed the sword until it was finally determined to be the one that Umiko was seeking.)&lt;br /&gt;
&lt;br /&gt;
:Umiko was overcome by the beasts furious strength, and ran for it, pulling the old man with her.  Unfortunately, he fell, and the ogre seized the old man and lept over some nearbye trees and vanished.  &lt;br /&gt;
&lt;br /&gt;
:(This was an adaptation of bang I had prepared, in which Horokewpo would be captured while seeking the ogre out by himself, and his daughter would come to the character&#039;s for aid.  I learn that prep work is good if you are ready to quickly mold it to the situation that the players ultimately develop)&lt;br /&gt;
&lt;br /&gt;
:She quickly returned to the camp and gathered the rest of the players (Toshiro had now joined them).  They attempted to track the creature, and eventually were able to trace him to a nearby crag, where they found his campfire and stewpot set up, and Horokewpo trussed up but not yet cooked.  They freed him, and he informed them that the Ogre (Wu Fang, although the characters never learned his name) had not eaten him yet because it seemed very impressed by this threats that Lord Ando had beaten him once and would do so again.  Fang had then left saying he had a task to complete.&lt;br /&gt;
&lt;br /&gt;
:(Toshiro also stole a book from the creature&#039;s cave, which turned out be a volume of ancient poetry (the Kokin Wakashu).  The player specified &amp;quot;an ancient tome&amp;quot; in his narration, and I had happen to specify that the ogre possesed this book in my character description.  Ain&#039;t coinkydink lovely? :)&lt;br /&gt;
&lt;br /&gt;
:Realizing that the Ogre was up to mischief, the characters rushed back to the village, and spotted him climbing over the wall of the Ando estate.  Ishiro, headstrong, rushed into the house without even knocking and began searching it.  The rest of the characters waited outside to ambush the Ogre as it emerged.  Ishiro wound up waking up the head servant, and convincing him of the danger, and they and additional members of the household rushed to the Lady&#039;s bedchamber to check on her.&lt;br /&gt;
&lt;br /&gt;
:Meanwhile, having been woken by the noise from the house, Takeru emerged from his pavilion to spy the other characters lurking suspiciously about, and thinking them bandits, challenged and attacked them.  Being honorable, the characters chose to fight him one at a time, and Toshiro got lucky with a tremendous draw and managed to disarm and humble the swordmaster before things got out of hand.&lt;br /&gt;
&lt;br /&gt;
:Ishiro, hearing the fighting outside was about to rush out when a crash from in milady&#039;s bed chamber drew his attention.  Peeking in, he saw the Ogre in the act of opening a great iron chest.  He taunted the creature with insults and tried to draw its attention, which he succeeded in doing, but not before the creature drew from the chest its missing arm and reattached it.&lt;br /&gt;
: The Ogre attacked Ishiro with a terrible fury and nearly slew him.  However the noise from that battle drew in the characters outside, in time to save Ishiro, and defeat the beast.  Umiko&#039;s fury on beholding her fathers sword was truely terrifying, but in the end it was Toshiro&#039;s masterful swordwork that saved the day.&lt;br /&gt;
&lt;br /&gt;
:Takeru, witnessing this battle, realized that he had become deceived by his pride in his own skill and worth, and that true selfless valour was what was needed of a great samurai (in his battle with Toshiro, his Fire had been reduced to 0).  He abandoned his foolish daliance with Haruko, and returned to his faithful wife.&lt;br /&gt;
&lt;br /&gt;
:And we rolled credits.&lt;br /&gt;
&lt;br /&gt;
:A final comments on the experience.  I initially found it difficult to figure out when to call for conflict, since the mood of setting seemed to make it often more appropriate to introduce subtle obstacles or innuendo.  Alot of things along these lines were handled by Karma, or later as I got more comfortable I started using three card hands and ignoring difficulty as I discussed above.  Of course once the sword play got thick and fast, conflicts were all around.&lt;br /&gt;
&lt;br /&gt;
:We discussed the suitability of the DD rules to the Ronin setting afterwards.  It seemed like the concept of Duty was not quite as much of a driver as the DD devil, and also seemed to be prone to &amp;quot;being completed&amp;quot;, but on the other hand we speculated that a linked series of adventures might be done by having new Duty grow out of the old one as the original one was fulfilled.&lt;br /&gt;
&lt;br /&gt;
:All in all, a good, and fairly thematic time was had by all.  For those that are interesed, I plan to put my Mah Jongg variant up on the web, as well as the Stone Hearts, Stone Memories scenario (once I have had a chance to do a little polishing).&lt;br /&gt;
&lt;br /&gt;
:And if you were one of the players in the game, I&#039;d love to hear your opinions about how it went as well, and how the system affected your experience (and was I being too controlling?)&lt;br /&gt;
; Player Thoughts&lt;br /&gt;
: &lt;br /&gt;
; Additional GM Thoughts&lt;br /&gt;
:&lt;br /&gt;
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----&lt;br /&gt;
Return to [[SGA Gaming Night Archive]]&lt;/div&gt;</summary>
		<author><name>Mechante Anemone</name></author>
	</entry>
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