Sunday, March 30, 2025

Recent Arrivals: The Gary Con Cache

 I was a guest last week back at Gary Con, a convention celebrating the life and works of D&D co-creator Gary Gygax. It was held in the Grand Geneva Resort in Lake Geneva, Wisconsin. It is one of the best-run, most-fun conventions in gaming. For me it is a chance to game, meet new gamers, and hang out with old friends from TSR. And I pick up some interesting stuff in the process. Only one of the items shown at the right is from a Kickstarter. The rest come from my experiences in beautiful Lake Geneva (hey, it didn't snow this time). Here's what is in the photo:

Echoes from Fomalhaut by Gabor Lux and others, 5 issues, First Hungarian D20 Society, Various page length, 'Zine  digest format, 2018-2022. One of the joys of the Gary Con dealer's area is the Black Blade booth which carries OSR material that doesn't always show up at the local game store, like Dungeoneer 'zines, Judges Guild adventures and Empire of the Petal Throne reprints. I picked up issues #1-3 and issue #10 of Fomalhaut last time out, and really enjoyed them. They have that old-school flair of early D&D 'zines, with a booklet format and separate maps, tucked in a simple paper envelope. This time out I expanded my collection with Echoes from Fomalhaut #s 4, 5, and 8, In The Shadow of the City-God (cool name), and EMDT #100, A Journey to Fomalhaut (opened and shown here). Cool stuff. Thinking about running adventures in Shadowdark using this setting and dungeon (see below).

Various Shadowdark Products by Kelsey Dionne, Arcane Library, saddle-stitched digest-sized booklets, 2023-2025. Shadowdark is the new hotness, an Old School Revival pitching into a New School Revival for FRPGs. I picked up a copy last Gary Con out and was really, really impressed with the simplicity of the game, the new twist they added, and the clean b/w presentation. This time out I picked up a recent versions of their 'zine, Cursed Scroll (64-pages) and latched onto a copy of the adventure Raiders of the Hidden Temple (26-pages) at the dead dog party Sunday night. Looking forward to digging through this, and should mention they are doing a MASSIVE Kickstarter for a campaign setting. 

Secrets of Morocco: Eldritch Explorations in the Ancient Kingdom by William Jones et. al.  Chaosium had a booth at the con, celebrating 50 years of the company (their first project, the White Bear & Red Moon boardgame came out a year after D&D, and introduced everyone to the world of Glorantha that would host Runequest). And they brought some old stock they found in the warehouse. In my case, this worked out well, since I was struggling with The Blessed and the Blasphemous, which was set in Morocco about twenty years later (B&B also caused me to start reading Destination Casablanca, by Meredith Hindley, a rich, well-told history of the region in WWII). History overlaid with the Cthulhu Mythos. Looking forward to reading the Chaosium version.

Runequest Starter Set by Greg Stafford, Jeff Richard, Jason Durall and others, Boxed Set, Chaosium Inc. 2022. I've been impressed with what Chaosium has done with its starter sets such as Pendragon - they are heavy, meaty, affordable introductions to the game. This one is packed with four booklets (rules, campaign setting, solo adventure, adventure), character sheets, maps, and polyhedral dice. Runequest is a complex game set in a complex world, and this set pushes to make it accessible to newcomers.  

Wildspace Magazine issue #2 Elves of the Stars and #3 Groundlings' Guide to Spelljammer, Various authors, David Shepheard, Editor, Published by The Piazza, 2024. I'm delighted that people are still enthusiastically playing and expanding the original Spelljammer campaign setting. Last year I was presented with issue one, and this year with Pdf printouts of issues two and three. Issue two concentrates on the elves in the Spelljammer universe, which are pretty much the British Navy. Issue three is an excellent collection of articles on introducing Spelljammer to your groundling characters. These are free, well-done fanzines, clearly labors of love. Terry Hawkins, who gave me the copies, also gave me a draft copy of his adventure Race Across the Stars, a Spelljammer space race through a slew of Wildspace locations. As an aside, he's looking for someone to publish it. 

These mugs with those mugs
Game Lizard Mug. The first night before the convention officially started, colleague Ed Stark arranged a dinner at the Chophouse, which is the resort's upscale restaurant. Picture is to the left, and you may recognize some of the folk gathered around the table. Ed also invite Mark Jeranek, of the Order of the Owls, who run a large group  of fans continually through the convention. And Mark in turn brought some mugs he created, which are beautiful and have the original Greg Bell game lizard from TSR's early product on them (with permission of the artist). Really nice!

Woodford Reserve Kentucky Straight Bourbon Whiskey, 200 ml. I'll be frank, I'm of mixed emotions about people giving gifts to the Dungeon Master. I mean, you paid to come to the convention and came all this way, you don't have to toss a coin to the GM. That said, I will not turn down a kindness from fans, and a small bottle of whiskey is greatly appreciated when I get back to rainy Seattle and the post-convention head cold. Thank you.

TSR Alumni totchies. Tim Calhoun puts together a gathering of old TSR employees every year, and his work is greatly appreciated. It is a chance to see old friends and catch up on what everyone has been doing (spoilers: We're all getting old). We had drinks. We had drink tokens. This year they were poker chips. They were so cool I forwent my normal third beer in order to keep this one. Also, former TSR colleague Kevin Melka does 3-D printing, and I snagged a black unicorn from him, which I gave to the Lovely Bride and is currently on her desk.

Orcus Dice Bag. I got this at the Gary Con Merch booth, which has a host of neat stuff - hats, tropical shirts, adventures, and yes, dice bags. This one features an truly old-school Orcus on it. I has been years since I got a new bag, and it pairs well with the whiskey to create my own Chivas Regal moment. 

Tower of Gygax, various authors, 50-page ringbound booklet, various years. A tradition at Gary Con is the Tower of Gygax. Oh, I'm sorry, it should be read TOWER! OF! GYGAX!  This is 2-hour public session where various DMs run players through a series of encounters, the bulk of which consist of an entrance, and exit, and something nasty and murderous in-between. I had the chance to run it with veteran designer Doug Niles at the other table, and we had a great time. My style of running, particularly in combat encounters, tends to be a bit ... flamboyant. If you get a chance at Gary Con, take it out for a spin. (Oh, and I got a button as well).

It belongs in a museum!
The Sanitariums of Lake Geneva by Sonja Arkright, Self-Published, 96 page square-bound digest 2024. OK, so this isn't from Gary Con proper, but rather found in the Lake Geneva Museum. Situated in the old Power & Light building where the lake's outlet creates the White River, the museum has a three major rooms - a hall that features typical furnishing and artifacts from the town's past, another vault of specific displays of local hisotry (like the old Playboy resort and the raising of the Lucius Newberry), and a room dedicated to Gary Gygax and Dungeons & Dragons. And one of the books I wrote (Manual of the Planes) is in the display. So now I have something in the museum. So I feel old.

ANYWAY, Lake Geneva was the site of several Sanitariums/rest homes/health resorts, the most impressive of which was Oakwood, a massive five-story brick structure just east of town. In fact, the apartments that the Lovely Bride and I lived in when we first moved to Lake Geneva (The Colonial View Condominiums) were built on the site of this sanitarium. I picked up the book for potential Call of Cthulhu history, but did not know this. Nifty little book.

Monty Python's Cocurricular Mediaeval Reenactment Programme RPG (No it isn't!) by Brian Saliba and Craig Schaffer, Exalted Funeral/Crowbar Creative, 350-page Hardbound, 2024, Kickstarter. OK, This is the only non-Gary Con entry this time out, and is probably the weirdest game I've seen in the last decade (and I have one where you play vampires wanting to drink Hitler's blood). Saliba and Schaffer have cheerfully plundered the entire Python corpus to produce a huge volume in which no bit of the comedy group's work goes untouched. Dead parrots, spam, the Spanish Inquisition, the whole lot, all wrapped around the core of Monty Python and the Holy Grail. However, there is a REAL RPG underneath all this silliness. A step-level approach to damage. Pendragonesque character traits.  A host of character classes. Character Personas for the Gamemaster (sorry - the Head of Light Entertainment) who can over the course of play be sacked and replaced with a randomly-rolled NEW GM (Sorry, Head of Light Entertainment). I find this one fascinating in its mechanics, but am going to have to dig down through all the spam to find them. The Kickstarter came with a box of dice (including a boulderous 30-Sider, a sash for the HoLE and some plastic coconuts). No, they hit every base on this particular license, with a playable game. It's kinda frightening.

And that's if for this collection of loot/swag/totches/kickstarters. More later,

Monday, March 17, 2025

Play: Brave Old World

 Mother Russia by Lauren Yee, Directed by Nicholas C. Avila, Seattle Rep through 6 April 13 April

If writer Lauren Yee has a "thing" that describes her plays, it's dark comedies set against authoritarian backgrounds. Her excellent Cambodian Rock Band featured a man literally playing for time against a bouncy, humorous  leader in the Cambodian genocide. The Great Leap Forward sent a US basketball team to China and ended at Tiananmen Square. And now she take on Russia after the fall of the Berlin Wall and the dissolution of Soviet Russia and the triumph of capitalism. And its a wild ride.

So, we're in St Petersburg in the early 90s, and we have three people for whom the great move to capitalism has not worked out so well. Billy Finn is Evgeny, a unemployed milquetoast who lurks in the shadow of his father, a former KGB bigwig. He's hired by an old school chum Dmitri (Jesse Calixto), who has used the new freedom to open a small, failing business, and has pivoted it into a front for a freelance domestic espionage operation. Their target is Katya M (Andi Alhadeff),a  former rebel rocker who was big in the secret listening parties during the bad old times, and left for America. She couldn't compete with Whitney Houston, and no one wanted songs about the gulags when the gulags were supposedly closed down, so she came back. They are all lost in this brave new world of MacDonald's filet-o-fish sandwiches, adidas swooshes, and Folger's instant coffee. Freedom of choice means little to them when they themselves are not chosen.

And punctuating all of this is the always-appealing Rep semi-regular Julia Briskman, who wanders onto the stage between scenes as the babushka-wearing old woman. She's the embodiment of old Russia herself, though she never comes out an admits it. She plies the audience with donuts to get them on her side, complains about how everything is different now, and describes the former leaders of the USSR as old lovers who come to woo her yet always disappoint her. 

And the set-up feels comfortable and little frothy, and you think you know what's coming, and you're right and you're also wrong. Yee throws in some delightful curveballs in the plot, and all the characters are both smart and incredibly stupid at the same time. Billy Finn is timid,  trying to strike out on his own, and get his father's love and respect while dealing with his own inner cowardice. Jesse Calixto evokes Jackie Gleason with his wide-eyed reactions and own cluelessness of his weakness. Both men were originally planning on moving up to the big leagues of the old regime in the ranks of the KBG, and are now lost in the wake of the Soviet Collapse. Andi Alhadeff carves her own path as Katya, with her own arc and goals which the others both miss.

Now, in Mississippi Moon I loved the music, but recognized its existence as a cover to the motions of a rotating set design. Julia Briskman's Russian Mom does the same thing here with monologues and complaints, but the rotating set design here actually works, going from inside the shop to outside to a bus interior to outside Evgeny's father's door neatly. In this case there is precious little downtime and without breaking the flow. The fact that Briskman is wonderful just adds to it.

And, like Yee's other works, there is a lot of bright spots and human nature against the authoritarian background, and while there are the horrors of the past and perils of an uncertain future, the performance sparkle against it. Some of it feels like a SNL skit from the same period, making fun of Russian interpretations of American styles, yet it peels away easily to reveal the vulnerabilities of three people who have been conditioned to hide their true selves by their government. And it is a bit uncomfortable at a time when our own authoritarians are seeking to remake the world in their image, so some of the laughter feels like whistling past the graveyard.

I'm going to mark this one as a hit, and am delighted that the Rep is pushing its own World Premieres. More of this, please.

More later, 

Thursday, March 13, 2025

Recent Arrivals: Winter Festival

 So, things have been trickling into Grubb Street for the past few months. Some are Kickstarter resolutions, while other a bit of retail therapy.

The current situation is a mess as far as new game offers are concerned. The raw mess that is tariffs and trade wars threatens this entire cottage wing of the industry. We're already paying 20% over the initial investment with increased shipping costs, and it is only going to get worse. In addition to the added cost is the fact that we now have another step in the process - you order, you pay, and then you have to confirm and pay again wherever the wheel of financial fortune shows up. When I worked for Amazon, we obsessed with the idea of reducing the number of clicks needed to get somewhere. We're not doing it here, and it's going to hurt us, badly.

In any event, here are the latest things from the outside world.

Hamil's House of Oddities by Jon and Brynn Hage , Sleeping Giant Games, 304-page hardbound, Kickstarter, and Shadow's Reach by Jon and Brynn Hage  Sleeping Giant Games, 252-page hardbound, Kickstarters. This is one of the more beautiful projects to come across my transom in the past year. The main book (Hamil's) is a 5E adventure, while the Shadow's Reach is campaign, treasure, and monsters/characters. There's not a lot of text on each page, but it has a calm, cozy look to it, and really nice b/w art. This is the sort of thing I look for in Kickstarters - nice, personal products. 

Playing at the World, 2E Volume 1: The Invention of Dungeons & Dragons by Jon Peterson, the MIT Press, 374-page trade softbound, Gabi's Olympic Cards and Comics, Lacy, WA. Hang on, didn't I already get the original Playing at the World? Well, yeah, but that version covered everything, from German Kriegspiels and HGWell's Floor Games to the almost-present day. This is both cut down to the "juicy bits" about D&D itself, and expands in that Peterson has gained access to previously unavailable information. I'm looking forward to a reread (though right now on my reading list I am obsessing over the various colonial struggles in and around what is now Pittsburgh).

Triangle Agency, Normal Briefcase Collection, by Caleb Zane Huett and Sean Ireland, Haunted Table Games, Boxed set containing 300-page hardbound book, 216-page mission book, ring-bound character sheet booklet, dice, 2024, Kickstarter. I don't think I've ever been as intimidated by a game as by this one. It arrived, I opened the "Normal Briefcase" box, found it completely packed, carefully put the components back into the box, and and set it aside for when I could properly examine it. That was about four months ago. Anyway, finally cracking the game, it is pretty impressive, and fairly daunting. It is a corporate supernatural game where you are employed by the Triangle Agency to investigate anomalies. The game runs off four-sided die, but only the 3s matter. The books themselves are laid out as orientation manuals for the new "employees", and are spot-on happy-talk versions you'd find when you start at Amazon. Impressive and a little frightening.

Changed Stars by Patrice Daniel Long, Leland Andercheck, Dieselshot Express, 304-page hardbound, 2023, Kickstarter. This was definite whim purchase, but I'm pretty happy with it. SF set in the future of the Orion Arm, where humanity expanded out, acted like a bunch of militaristic a-holes, lost the war and was transformed into less a-holes. Original system, diverse alien species, lots of cool-looking ships, a very Star Trek Next Generation meets Traveller vibe. Merits a more thorough read-through.

Aetherial Expanse: Setting Guide by Joe Raso (project lead) and James J. Haeck (Story), Ghostfire Games, 294-page hardbound, 2024, Kickstarter. This one has an interesting provenance - it is the campaign setting book for a series of pdf adventures. But it is also another take of D&D IN SPAAAACE, so I'm naturally interested in it. Space in this case is an astral sea dotted by various island nations. They look like they've expanding in how to handle ship movement and combat within the D&D system (though I've been partial to the methodology laid out in Secrets of Saltmarsh, no one else seems to have picked up on it). Ship hit points seem a bit light, but I can do a bit more digging on that.

The Grey Knight by Larry DiTillio, Moon Design Publications, 84-page hardbound, 2024 (original 1986), Gabi's Cards and Comics, Lacey, Washington. I can't say a lot about this one, since a colleague is running the original version of this adventure using original Pendragon rules (character generation was complex for the time). This looks like it has added some additional material and tied it in more tightly with their starter set. The graphic quality is high. But I'll wait until our current campaign wraps before delving too deeply into it.

Arkham by Mike Mason, Keith Herger, Bret Kramer, Chaosium, 268-page hardbound w/ two full-color maps and a facsimile newspaper, 2023, Gabi's Olympic Cards and Comics. Another whim purchase and a good one. Arkham was HPLovecraft's setting for many of his stories. He did a sketch map for it, which was expanded by others (most notably cartoonish Gahan Wilson), each new version adding stuff to it. Chaosium has done several editions of the town, and this one is probably the best yet. Not only does it have a lot of the characters, locations and creatures of the haunted city, but also a lot of good info on how to use all this information and playing characters in the 1920s. Eminently browsable. 

Urban Shadows by Mark Diaz Truman and Marissa Kelly, Magpie games, 320 pages, 2024, Kickstarter. This is 2nd edition of the game, the first being 10 years previous, much like the current D&D. Powered by the Apocalypse, and hews more tightly to all the options presented there than, say, Brindlewood Bay. We have moves, we have play books, we have a lot of player empowerment. Has a heavy scent of the World of Darkness in its urban fantasy with factions as different character ancestries. The interior is very, very purple, but it is an impressive volume, 

Swyvers by Luke Gearing and David Hoskins, Melsonian Arts Council, 96-page hardbound, 2024, Kickstarter. This is an odd and amusing little duck. deep in the alleys of a Londonish fantasy city. Players are thieves and knaves of the worst sort. The rules are light and portable, and the book is filled with random tables. Also, you play blackjack to cast spells. Yeah, this is not too deep, and good for making stuff up as you go. The included adventure involves cheese thieves. Production values are nice and fit the setting well. Worth trying out once or twice. 

Found Worlds by Todd Lockwood, 352-page hardbound, Gift from a Friend. An art book? Here? Sure. Todd Lockwood is a brilliant artist, and an excellent heir to the classic TSR Artdogs. The book covers the full career, but of course the stuff that connects with me is the TSR/WotC material, particularly in crystalizing the look and feel of 3E. Heavy stock, beautiful colors, captures the detail o his art.  

That's if for now. I'll be heading for Gary Con next week in beautiful Lake Geneva Wisconsin, and may have a bit more after that.

More later, 

Monday, February 10, 2025

Theatre: Anniversary Plays

Covenant by York Walker, Directed by Nicholas Japaul Bernard, Arts West Through 2 March.

Blues For an Alabama Sky by Peral Cleage, directed by Valerie Curtis-Newton, Seattle Rep through 23 February

The Lovely Bride and I have crested 42 years of marriage this past week (thank you, thank you), and to celebrate, we decided to hold a "staycation" where both of us took off work. As a result, we played games (I lost several games of Wingspan), ate a lot of good food (Chestnut Cafe, which is the LB's favorite's lunch spot, Lobster Shop in Tacoma, Mashiko Sushi in West Seattle, and Toulouse Petite near the Seattle Center). And, as fate would have it, we had two plays scheduled over three days - Covenant at the Arts West, and Blues for an Alabama Sky at the Seattle Rep.

Let me get to the heart of the matter - Covenant was the best play and the best performance I have seen in Seattle for years, Arts West has been putting together bang-up seasons for the past couple years, and this one fired on all cylinders. The writing was top-notch, the performances were amazing, the direction was fantastic, and set design was grand. The small nature of the theatre brought an intimacy that allowed the actors to reach out across the void of the forestage and grab the audience by the collective shoulders and give them a good shake. The play is mythic and suspenseful and fully engaged.

Covenant is about secrets. It is also about faith and superstition, but it is most of all about secrets. The setting is a small town in Georgia, 1936. Johnny (Donavan Mahannah) comes back to his home town. He left town a stammering boy in the wake of his older brother's death. He returns now without the stammer, a master musician with his guitar, and possessing a smooth self-assurance. Naturally there's suspicion he made a deal with the devil. He came back for Avery (Simone Alene), who was just a friend but now something much more. Avery's Mama (Felicia V. Loud) is a god-fearing woman who does not approve of Johnny and his juke joint antics. Little sister Violet (Deja Culver) and family friend Ruthie (Kaila Towers) round out the ensemble. They're all brilliant.

And I don't want to say more because I don't want to do spoilers here - it's that good. Each character gets their turn to tell stories and reveal secrets, as well as sparking off each other in meaningful relationships. And the writing is SO GOOD, of the level that I was left thinking "Man, I wish I had written that" and "Man, I wish I could write like that". There is a not an ounce of fat in this play - even the most cast-off line has meaning and subtext, and is delivered in such a natural and engaged fashion, that over the course of the play as you realize (often to your horror) what is really going on here. All questions are resolved, even the ones you didn't know you had.

And part of that is the direction (Nicholas Japaul Bernard) and the dramaturg (Marquisa 'QuiQui" Dominguez. The players maneuver perfectly a two-tiered stage, the back stage being Mama's dining room, dominated by a cross, which the forestage was open for a variety of purposes, including a general "theatre space" as the actors share secrets with the audience. The sound design was excellent, accenting the action on the stage. Even the stagehands, the black-dressed theatre ninjas moving props onto and off the stage, were used perfectly. 

I rarely say that something is a near-perfect play, but this is it. Get yourself out to West Seattle for this one. 

Sunday we decamped for the Seattle Center and Blues for an Alabama Sky. And I will be honest - it was good. And if I saw it on its own I would probably give it greater praise. But it suffers in comparison with Covenant.

We're still in the 1930s, but this time in Harlem. Angel (Ayanna Bria Bakeri) is a hot mess of cabaret singer who just lost her job, her living space, and her boyfriend. Guy (Jamar Jones) is her gay best friend from Savannah, who is a costumer and is sure that Josephine Baker will sweep him up and invite him to come work for her in Paris. As he is trying to navigate a drunken Angel home, they're aided by Leland (Ajaz Dontavius), newly arrived from Alabama in the big sinful city. Delia (Ester Okech Lewis) is the prim neighbor from across the hall who is working to bring a family planning center (read: birth control) to Harlem, aided by a boisterous local doctor (Yusef Seevers). The five of them struggle with life and survival in the wake of the fading Harlme Renaissance.

And it works, mostly. The first act feels like it drags a bit, Checkov's gun makes a requisite appearance, and you can see some of the twists and turns coming a ways off. Some personal revelations and traumas show up rather late in the day. And there is a huge amount of name dropping going on - Marcus Garvey, Josephine Baker, Adam Clayton Powell (Jr and Sr), Margaret Sanger, Langston Hughes, none of whom show up on stage. 

The music, however, is haunting and delightful, with Nathan Breedlove on the trumpet acting as the ghostly spirit of the city itself to show time passing. Which is a good thing, since the stagecraft involves a turntable set that shifts back and forth to show what apartment we are in. I would wonder if the play would work better in a smaller confines, or, on the other hand, if Covenant would fade if thrust onto a larger stage.

Yet, it all comes together. The actors are fine. It is the best of three revivals at the Rep this season (it was originally produced 30 years ago). Given a choice between this and the Super Bowl, I'd definitely choose Alabama Sky. But seriously, go hunt down Covenant and prepare to be impressed. 

More later,

Sunday, February 02, 2025

Game: Murder, She Roleplayed

 Brindlewood Bay by Jason Cordova, The Gauntlet, 2022

Here's the High Concept - Murder She Wrote Meets a Cthulhu Cult. The players take the roles of elderly women living in a small New England town. They're members of a book club known as the Murder Mavens, and they solve mysteries. And in the process they discover a deeper conspiracy underlying it all.

It's a really good game concept, and I was pushing our regular group of veteran gamers to try it out, and despite some challenges, it worked out pretty well.

Let me hit the biggest challenge first - the rule set is a complete mess. It is well-produced, a digest sized hardback, but the contents could stand a complete revision. RPG rules are challenged by two conflicting purposes. One is to teach the game, and the other is be a reference when playing the game. This book does neither well. 

Part of it is that the game is Powered by the Apocalypse (PbtA), which is a new style of play. Its got some really cool ideas, but Brindlewood assumes that you're already familiar with them. The vibe I got on the first reading was akin to reading the original Chainmail or original D&D rules. There a basic assumptions to the game that are assumed to be common knowledge, so a newcomer will just bounce off them.

Further, you absolutely need to have the characters sheets available to understand the game. There is a description of characters sheets in the book, but vital information that only exists on the sheets (which are not in the book). I was part of the Kickstarter, so I could dig up the files, but for everyone else, you have to go online (no, they don't tell you where to go, or even that you really need the characters sheets to understand the game). The further downside of this is that, once the site holding the sheets go down (because the Internet is both eternal and ephemeral), you're high and dry.

The organization of the book does not help. Definitions, when provided, are in a couple different locations. The explanation of what happens in the first play session shows up 140 pages after we're told about what is a typical play session consists of. There is no index. We had three hard copies of the book and an e-book at the table, and we were still flipping through pages, muttering "I'm sure it's here elsewhere".

Powered by the Apocalypse runs differently than your traditional RPG game (like D&D or CoC). Players are much more empowered to determine what happens, defining both the results (and penalties) of their actions. The basic mechanic is two six-sided dice. You role for success. On a 6 or less you fail (and you or the Keeper can describe what happens) on a 7-9 You succeed but at a cost (the Keeper decides with your input). On a 10 or better you succeed, but we advance the meta-plot a bit (the Meta-Plot involves a creepy cult of a supernatural being - we just started digging into that after the second scenarios, but have not gotten too far)..

The players have a lot of input, and as a result always have to be on their toes and ready to engage (as opposed to the more traditional, initiative driven systems where you wait your turn to do something). The Keeper also has be on their toes, in that one has to continually figure out what goes wrong on those all-too-common rolls. Sometimes this results in dead spots where players (and/or the Keeper) are trying to figure out what happens next.

Further, while this is a mystery game, you the Keeper don't know whodunnit. The players gather clues which tend to be rather open ended, and let the players fill in the blanes  (real conversation from the game - ME: You find a steamy letter. PLAYER: Who is it from? ME: Who do you want it to be from? PLAYER: I HATE this game!). After they have gathered sufficient clues, they piece them together and roll to see if they are right. As one player put it "OK. Who are we pinning this on?"

I know. This all sounds like this is a heavy lift. How did it work out in play?

Well, we had a marvelous time over about five game sessions. The character creation system required a lot of engagement - they effectively had to write the introduction to the TV show, where each character got their moment and a description of their "cozy place" home. As a result we created characters with much more depth than the your standard 1st-level dwarf warrior. Again a favorite interchange: ME: Tell me about your late husband. PLAYER: No one ever suspected a thing

The format is very much 80's television, right down to the jump-scare (getting locked in a freezer, or sliding off the deck of a ship) and going to commercial. There are a multitude of ways to damage or kill the characters, and a multitude of ways for the characters to unwind that and take another path. The setting is a small coastal town in New England, but many of us had worked in Lake Geneva, Wisconsin, so the small-tourist town flavor came naturally to us. We ran through two adventures - one involving a wealthy family patriarch getting pushed off his yacht, the other being a Halloween party where the victim was drowned in a tub used for bobbing for apples. It was goofy in places and a lot of fun.

The flavor is great, and the players rose to the occasion. This is definitely a case of a good game, but a challenging explanation of it, and we had to mentally unwind a lot of traditional role-playing assumptions and mannerisms in order to get to the heart. And yeah, I'd like to see a few other examples to see where this game did and did not adhere to the original PbtA rules. But a good time was had by all.

More later,


Wednesday, January 29, 2025

Game: Auf Weidersehen Berlin

 Berlin: The Wicked City, Unveiling the Mythos in Weimar Berlin By David Larkins with Mike Mason and Lynne Hardy, Chaosium 2019

I've mentioned this before, but the concept of doing full-fledged reviews carries with it the responsibility of actually playing the game. I talk about my recent arrivals with the light hand of first impressions and initial read-throughs, but full reviews demand a higher level of engagement.  The downside of this is that it may take weeks or months to get to a post-worthy review. This is hardly a good recipe for telling you about the new hotness.

But anyway, Berlin: The Wicked City.

Berlin was the capital of Germany in the twenties and thirties (the government was based out the town of Weimar briefly after WWI and that's where the name "Weimar Republic" came from). It was a vibrant, cultured, and often decadent city, with cabarets, art, a thriving literary scene, and a nascent movie industry. And sex. Lots of sex.

The book is recommended for mature readers, and leans hard into the city's cabarets and sex workers. A lot about sex workers. Even when talking about the various districts in Berlin, it drills down on what kind of sex workers are common there. Sort of like if you were writing about Las Vegas, but concentrating on strip clubs and escort services. It's a bit much, and while it adds depth to the setting, I never want to hear  people complaining about the Random Harlot Table in the DMG ever again.

The sourcebook section is incredibly detailed - we're a hundred years in the past in another country. And most people's knowledge of that era is primarily watching Cabaret on their iPad (which is not horrible, since the movie is based on the musical which is based on the book by an author who LIVED in Berlin during that era). So the first hurdle is getting people to understand what it is about Berlin they should consider when adventuring there.

And the authors have done their homework, and want you to know about it. Bios about everyone who hung out in Berlin in the 20s and 30s. Floorplans of famous buildings of the era. The adventures themselves are filled with name-checks and famous characters, such that I took the rare measure of asking the players not to look up everyone they encounter on the Wikipedia. 

The game rules? OK, we talked about the new system a while back. In general, they hold up well in play, and I like the fact that the staged nature of success makes it easier to narrate combat. In addition, the setting for the adventures makes for new players to slide into. Germany in the immediate post-war period had stricter gun control laws, so the idea of player characters packing heat is initially off the table (Gun laws were loosened later, but then only for "approved" people).

What about the adventure? Ah, there's the rub.

Well, I wasn't impressed. I ran the first of the three adventures, and after reading the second, thought about just going on to something else with my team. But after a vote, we pressed on, and had a good time of it. Of course, this requires a bit more detail and explanation, and with it a big SPOILER WARNING for those who are planning to get involved with this. So consider the SPOILER LIGHT lit and know that HERE BE SPOILERS.

My regular group on this was four players. A big-game hunter looking to book rich tourists to safaris in East Africa. A grizzled American reporter who came for the war and stayed for the beer. An albino heiress who lost her father and brothers in the war. An alienist who had an unpleasant encounter with Deep Ones when he was in the Kriegsmarine in the Baltic. You know, your typical grab-bag of Call of Cthulhu characters. They were all members of the Independent Order of the Owls, a club of paranormal researchers. This was one of the groups suggested by the book for creating a common theme among diverse heroes, and it gets good marks for giving the Keeper a place to start and unify the team.

The further good news is that the adventures swing away from the standard CoC plot ("You are summoned to a distant, unfamiliar place by someone who will be dead by the time you get there"). The bad news is that the players are often bystanders in their own adventure. They are roofied, magically teleported (a couple times) and in the case of the first adventure, have their fates determined by a single die roll at the beginning of the game. At the same time, there is a lot for the Keeper to do as well, in that you have to come up with encounters as the Brownshirts and their allies in authority close in on you (the Owls were raided at one point, and I had to make that up on the fly). Plus there are places where the text leaves you high and dry on basic reasoning about NPC behavior (Why DOES the Russian count choose to hire you?) and places where you have to make sure certain clues are delivered (make sure the amnesiac Grand Duchess mentions the Berlin Zoo to lead their players there later).

The adventures cover the rise and fall of postwar Berlin. The first adventure takes place among the physical and economic decimation following the end of the War and features the malevolent spirit of a mass murderer. The second occurs during the roaring 20's recovery and deals with a group seeking to incarnate an ancient goddess (and unfortunately succeeding). And the final adventure occurs during the authoritarian takeover of Germany, with the SA (Brownshirts) rising, and takes a tour through German cinema.  And through it all we have murdered prostitutes, dissolute, naked celebrities, and SS-supported brothels. 

How did our group fare? They lived, sorta. The American reporter sacrificed himself to defeat an elder god and was replaced with an exact duplicate. After the third adventure he joined the big game hunter and emigrated to Wisconsin. The alienist fled to Switzerland, and the heiress attempted to use the knowledge they gained to resurrect her dead husband. This last bit did not go well, and she went quietly mad and remained in Berlin until the Allied bombers arrived.

Berlin: The Wicked City, is an impressive sourcebook. The research is excellent, and by using period maps of the city, the maps are well-done. The handouts were well put together, and we discovered that even the newspaper typefaces of the time were politicized. Ultimately, though, this is a challenging product, not so much for the adult nature of it but because the adventure often denies players their agency, and requires the Keeper to thread some very narrow needles to keep the plot moving forward. 

More later,

Saturday, January 25, 2025

Theatre: Jack and Tollers

 Lewis & Tolkien by Dean Batali, Directed by Karen Lund, Taproot Theatre, January 22- March 8 

CS Lewis and JRR Tolkien. In the real world, they were compatriots, fellow professors, members of the Inklings writing group, occasional pranksters, and good friends. In the world of fantasy literature, their followers and fans rival the Tupac/Biggie rivalry. I will admit I'm on Team Tolkien, but let me back up a moment for some background before weighing in on the play itself.

The Lovely Bride and I had a busy Saturday, with Tai Chi class in the morning, a light lunch at the Greenwood restaurant Razzi's, then joining up with friends John and Janice for this play. Then we had additional errands (grocery shopping, getting more bird seed and cat litter), before returning home. At our age, that's a big day.

And we got to break in the Isaac Studio Theatre, which is a nice, smaller venue than the main Taproot Stage. I've described Taproot's main theater as a jewel box with a thrust stage and 225 seats. The Isaac is even smaller with 150-some seats laid out in a more traditional manner with a high-rise of comfortable seats looming over a small stage. Perfect venue for a play about two men in a bar. Lewis and Tolkien reunite after many years apart at the Eagle & Child, their favorite pub, to reminisce, reconnect and settle a few old scores. 

Now, my mental image of Tolkien, supported by interviews over the years, is that of a scholarly Hobbit. Brilliant in his chosen field (Middle and Old English), who in his spare time side wrote what would become defining books of British Literature. He sits there in a highbacked chair, smoking a pipe and discussing Beowulf. Not something for dynamic playgoing, I will admit. So I had make some strong mental adjustments for both the Tolkien and Lewis as presented on the stage. 

Jeff Allen Pierce's Tolkien is much more animated. Gruff, grumpy, and defensive. More conservative and Catholic than usually presented. Tolkien and Lewis were both religious, but from his writing, I always put Lewis down as being more hard-core to his faith. Narnia, Perelandra, and the Screwtape Letters all drip with Christianity. Tolkien's works were also extremely moral, but he lacked all the bells and whistles, or rather, the allegory, found in Lewis's works. The play's Tolkien is much more emotional, loud, pedantic, and often loud.

Lewis (Peter Cook), on the other hand, is more aloof, controlled, and professorial. He comes off as the more cerebral of the two, more in command of his emotions. He is more in line with what I think of as a Oxford Don. He comes off as man hurt by the end of their friendship, but has let the years scab over it, while Pierce's Tolkien still grapples with the situation. Of the two, he is the better man.

Both actors are good in their roles, as is Chloe Michele as Veronica, a waitress of the bar, whose character is often referee and audience for their set-too. She pops in regularly both to take the edge off both men, and break up the back-and-forth as they argue. 

The play succeeds when talking about the relationships between two men who have grown apart. The Lovely Bride got it and was moved the by tragedy of their breakup and the hope of restoration. For my part, I had to turn off the part of my brain where I kept comparing the two against my imaginary versions and instead broke them down into component parts - effectively, a priest and a rabbi walk into a bar. And in those terms, it worked.

Also, forgive this pedantic digression, but when you say someone is an apologist, it does not mean in these circumstances that they are sorry for what they may have done. Rather they are offering a reasoned argument for someone. That's unclear in many cases, but the Apology of St. Paul (Acts 22), for example, is not that he's sorry for being a Christian, but a thoughtful explanation of Christianity.  We toss the word around here a bit assuming that the audience would pick it up correctly, but I don't know if that's the case.

Anyway. Was it a worthwhile afternoon? Yep. Did it work as a play? Also yes. Should you go see it? Yes - the Saturday matinee had a full house and has already been extended two weeks. But as history, even as historical fiction, it fails to live up to expectations. And mind you, expectations were high.

More later,