Categories
Apocalypse World Conventions Roleplaying

Big Bad Con 2022 – Games

Enjoyed two games at big bad con today. The morning game was Sleeper on Glass Mountain, a Dungeon World scenario. It was a very interesting experience, significantly different if feel from my previous play in Fresno. The scenario was very exploration focused for the first 2 hours (few rolls and no fights), a frustrating middle where we couldn’t figure out how to continue our progress, then some interesting fights and conflicts that we rushed to get in before the session’s end.

Breakdown: The Breaking Point was the afternoon game. We made a tight squadron of paramedics, each with important challenges that threatened to derail our characters. The game started with a bang, with three of us coming off our third day of work, but staying after as a nearby school called in a three alarm fire – the chemistry lab exploded and the nearby wing had partially collapsed. So, exhausted, we rushed out to the school and split into two groups – to save children from the collapsed rubble of the school wing, and rescue another class from the burning chem lab. The rescue was a success, though we paid physically and emotionally. We then dealt with all of the messy drama that went along with trying to juggle lives alongside our work — for example, my character had to cancel taking his mom to her doctor’s appointment when the call came in… and woke up in the hospital, where Aunt and Mom were picking Kareem up… instead of the reverse. Great characters emerged quickly from play, and the tension only built as we put aside obligations to fill the short staffed positions…
(Breakdown is hoping to get a short print run to IPR for fulfillment this holiday season.)

Friday night, I went to games on demand and got to play Wildsea. It’s an interesting Forged in the Dark game with a few minor rules changes… But really, it’s all about the setting. It’s a deeply weird post apocalypse, but this apocalypse was the greening – trees a mile high have grown around the globe, blanketing everything.

It’s a fascinating world to explore, reminding me positively in many ways of Scum and Villainy. The setting is deeply silly but played straight; like the ships draw themselves through the tree tops with immense chainsaws, some of the PC races are a collective of spiders in a people suit, humans from our era who were trapped in amber and awake to this strange world, cactus people and more. The art is beautiful and evocative.

Saturday morning I played the Alien RPG, Hope’s Last Day. A great table, including an awesome android, Holroyd, who staved off a grizzly end for us many times, boldly throwing themselves in harm’s way to save the doomed colonists. The ending was bittersweet, in part because of a sleazy betrayal (by my character) at the end… But it felt very true to the universe.

Last Fleet: Cold War was probably my favorite game of the whole convention. It was very Battlestar Galactica in setup – full of juicy drama (and drama atop that!) , but it was really my fellow players who made it sing. We had dueling Admirals, an overwhelmed CAG who woke up in the bed of the Chief Engineer to kick off the game… plus family drama and hard decisions. The Corax were implacable, ambushing us at exactly the wrong moment… but trusting our corrupted Corax clone was the right decision when our foe ambushed us out of hyperspace while we were squabbling…
Really, I was a pure pleasure to be at the table. Our characters were mostly generated, with a few picks required to finish them off, and with some links to other characters already generated. We introduced our characters to each other in character… whew! And made up extra NPCs to share, who really had vibrancy from the word go – and totally messed up out lives. I played the President, and I still feel guilty about blowing my top and alienating my awesome Chief of Staff Julia…

Sunday morning I played The Dawn Of A New Era / X-men, a Tokyo Brain Pop system. We joked an hour in that we were playing a Spring Beak Issue, since we broke the power grid at the fence and got a trip to Savage Island resorts while the repairs were made. The system was a little too simple for my tastes, but the characters we made were fun, and the asides about the various “Professors” from the Xavier School who were chaperoning reflected a lot of love and lore from my fellow players.


Categories
Game Group Roleplaying

Alejandro Leon

Grew up on the… highly flammable Bersallis III. His family was star fleet, which he rebelled against… but when the colony had to be evacuated, he came to understand why people serve.

He grew up a troublemaker and hot shot, making off with any craft her could lay hands on. While he spent half his weekends cooling off in the town jail, the other half were filled with spicy parties and filched pastries.

Alejandro was on an away mission when The USS Nautilus (NCC-31910) was driven off by a Cardassian ambush and crippled during its retreat. His away team was trapped on the Janus VI colony during an outbreak of a Dar-Kosis. Short on supplies, Alejando took on the grueling task of triage to spare the doctors the impossible choices, imposing isolation and quarantine to slow the spread and preserve enough healthy people to keep the struggling mining colony functioning.

A recent academy graduate, ready to take on a battered galaxy
Categories
Game Group Roleplaying

Vervi Sh’ravaq

Vervi Shravaq image

Vervi grew up on Thonolan IV, daughter of Isyhr Th’etiarriq, Bevoth Ch’thyrhahr, Throllaa Zh’evaorhan, and Zati Sh’ravaq. Father Isyhr sculpts methylated ices and embeds aluminum ingots into statues that sublimate over days or week; he is famed throughout Andorian worlds. Vervi learned patience and an appreciation of detail from her famous father, which she carried into her holo programming and holo sculpting.

As a child, she bent her will to beating the nanny programs that kept her from the answers she sought, and downloading weeks of texts from the library. A childhood illness kept her confined indoors more than her peers; her warlike peers’ ushaan-tor skills led to humiliating defeats, driving her indoors and toward cunning ambushes where she could dictate the confrontation.

Vervi was accepted to Starfleet Academy, and thrived as she dove deep into science and began learning the engineering required to improve sensors and test hypotheses. Vervi was eager to get out to space, but her career was detoured by Admiral Oshrerir Ch’vaohrarh, who took an interest in the science savvy graduate and recruited her to serve as his aide. The admiral served as liaison to Starfleet Research; the young Vervi was thrust into world of advanced starship research, translating the researchers’ progress to the Admiral – and relaying his course corrections for the direction of research, to prevent the researchers from pursuing dead ends, or systems too sophisticated to implement in non-specialist crewed starships.

After two years, Admiral Osherir acceded to Vervi’s request to transfer out to serve on starships; she was thrilled to transfer to the USS Clement, NCC-12537, an Apollo class light cruiser. Her precision and intuitive problem solving led the Clement to some creative discoveries, and her neutron star sampling technique proved significantly safer than previous approaches, promising a revolution in ultra dense matter production.

The Dominion War was a terrible challenge to her ideals; the Clement was ordered to stand in harm’s way to protect Betazed from the surprise Dominion thrust out of the Kalandra Sector. During the fight, the Clement took extensive battle damage, and suffered substantial casualties, including injuries to several friends and colleagues, and the death of Doctor Phrelix, head of the science division, who was something of a respected rival and bastion of the old ways.

Admiral Osherir visited Vervi while she recovered from broken ribs resulting from the Breen broadside that followed the energy dissipator barrage. Under cover of a “complicated recovery,” Osherir persuaded her to develop a worm infested holo program tailored for Cardassian tastes. The Trojan holoprogram was swiped by Starfleet Intelligence and further weaponized with dangerous biofeedback, before being released by assets into Cardassian military networks. The worm failed to gather much information, but ensured that the weaponized holo programs spread throughout their training simulators and resisted corrective memory and data purges. A dozen Cardassian officers suffered near fatal feedback, resulting in the elimination of holo training in Chin’toka System and several safeguard cycles throughout the Cardassian Union before resuming holo assisted training.

Vervi still sweats at night, awakening with stilled screams as her nightmares deliver vivid confrontations with Gul Trepar and the other officers facing a lifetime of paralysis and compromised motor function. Sometimes, in her nightmares, she’s the one subjected to the near lethal feedback…

Vervi’s Stats and History Summarized
Categories
Books

Summer Books

Witchmark by C.L. Polk (4/5). An interesting fantasy world, with witches and magic in hiding… but WWI technology and mores. A very different feel to the world, even from Victorian settings. Dr. Singer is a grounded doctor, disturbed, but harnessing it.

Stormsong by C.L. Polk (Kingston #2) (4/5). A much faster read, with the world already familiar. A new POV, and a fast moving duel of politics. Fortunately, our heroine is learning about the new power structure and allies, just as we are. Romance spins her head…

Soulstar by C.L. Polk (Kingston #3) (4/5). Robin is very differently situated, with much less sympathy for aristocratic heritage. Revolution, without being stamped out or falling into France-like terror is a hard line to walk, but fascinating to watch.

Fuzzy Nation by John Scalzi (4/5). I’d never heard of Piper’s books, but like the situation that develops and the characterization. I suspect that the modern take helps a lot with making it feel future instead of retro-futuristic.

Record of a Spaceborn Few by Becky Chambers (4/5) – Focused on Exodus Fleet, a great introduction to the deeply humane Galactic Commons universe. Several interesting POV characters — no stinkers, and some surprising choices. A lot of focus on escaping and feeling trapped, returning and reinventing.

Ancestral Night by Elizabeth Bear (4/5) – A bold future, featuring a lot of neurochemical tuning, and a recovery tug that gets in way too deep. Haimey is a great POV character – she has a lot of layers. She’s distracted, and struggles, but is not immeasurably removed from today — her troubles are comprehensible, and gravely worrying as layer after layer is revealed.

Machine by Elizabeth Bear (White Space #2, sequel to Ancestral Night). -Currently reading.

Categories
Books

C. J. Cherryh in June

Merchanter’s Luck by C. J. Cherryh (3/5). I remember picking this one because I thought it was the oldest in the timeline, but it still felt like hopping aboard a train in motion. A great main character and interesting small/big relations among the merchants.

Forty Thousand in Gehenna by C. J. Cherryh (3/5). Very different from the book it’s paired with; an interesting two century colonization and adaptation experience. Union abandoning the colony felt “on brand” for a universe (and power) that I know mostly by reputation.

Gate of Ivrel (The Morgaine Cycle, #1) by C.J. Cherryh (3/5). A packed novel with a fascinating viewpoint character, Vanye, and interesting cultures. Adapting to Morgaine is interesting; her viewpoint feels closer to modern, making Vanye’s struggles fascinating.

Well of Shiuan (Morgaine 2) by C.J. Cherryh (3/5). A fascinating development, as Vanye struggles to adjust to life in a new world. It *really* doesn’t go well. This world and its drowning does make you wonder about gates failing. Cousin Roh is interesting.

Fires of Azeroth (Morgaine #3) (4/5). This one caught my attention and hope; interesting world building and tough interactions w/ the horde. Roh really pays off, with so much scheming and poised betrayal.

Exile’s Gate (Morgaine #4) (3/5). The struggle to respect and discuss strategies w/ someone so different — I hated that best intentions went so awry, but it made sense. The locals are so mired, but it works well.

Categories
Books

Spring Books

Ninefox Gambit by Yoon Ha Lee. A fantastic, weird future — an excellent stand alone that’s also the beginning of a trilogy. Cheris is fascinating, with interesting flaws. (4/5)

Raven Stratagem by Yoon Ha Lee. A skewed sequel, with grave alterations to Cheris. Jedao makes a little more sense as he becomes the focus, though he’s still inscrutably 400 years old, etc. (3/5)

Revenant Gun by Yoon Ha Lee. An interesting conclusion to the trilogy, but it also answers the “If you like X so much, why not more?” question. The calendar leaves the universe in a new ready state. (3/5)

In the Dream House by Carmen Machado (5/5). Not my normal reading vein; it’s somber and real. It feels so much like something that you can’t talk about straight, so you approach it from dozens of directions, shying away when it gets grim.

Station Eleven by Emily Mandel (4/5). An intriguing set of intertwined storylines, both in a current day at the onset of apocalypse, and 20 years after. Long on the practical survival end, rather than gun fantasy — though force is certainly present and a concern.

Trail of Lightning by Rebecca Roanhorse (4/5). An interestingly different post-apocalypse world. Maggie is a monster hunter… a bit like a bounty hunter, but with interesting clan powers. The Navajo grounding makes it a unique world.

Dragon Pearl by Yoon Ha Lee (3/5). A fascinating space opera, grounded in Korean myths and archetypes. For YA it’s very strong (5/5) with a great lead; I’d highly recommend it. Min’s a great young hero.

Child of Fire by Harry Connolly (5/5). A favorite reread; dangerous to sleep because it’s so hard to put down. It’s set today, and magic, but not like anything else– dark and terrible, but not hopeless or grim. Ray Lily is amazing.

Game of Cages by Harry Connolly (4/5). Ray without Annalise is dedicated, ambitious, and seriously screwed up. The enemies of the 20 Palaces Society are as narcissistic as you’d fear… and interestingly unique in their motivations.

Circle of Enemies by Harry Connolly (5/5). Visiting LA and the perspective of 5 years separation really rings true. It kicks off strong and the relations are full of believable gaps and inferences. Wally King turns out to be a nightmare-but the links and byplay work.

Doughnut Economics By Kate Raworth. An interesting “gut check” and step back from the details of economics; an encouragement to identify the void at the center of current economics (GDP), and name replacements and more careful analysis.

Twenty Palaces (prequel) by Harry Connolly – My first time through; enjoyable, but it challenged some of what I’d assumed reading Child of Fire (many times), so there’s some collision of Ray-views to it. Well written and consistent, just a bit uncomfortable so far.

“The Home Made Mask” by Harry Connolly (4/5) – An interesting view of the predation from a new, uniformed viewpoint. Good characterization, slightly askew perceptions, sympathetic victims.

The Twisted Path by Harry Connolly (5/5) – Tautly written, fascinating novella. A fascinating trip abroad from someone who’d never imagined foreign travel, seeing life and differences. Ray’s insight and puzzle solving shine… and the peers are authentic dicks.

The Hundred Thousand Kingdoms by N.K. Jemisin (4/5) – A fascinating world with greek-style gods, passionate and enslaved, with a twisted deepening history revealed onion layer by layer.

Categories
FATE Games Game Group

Otacon “Bookmark”

Aspects
Tech Obsessed, especially Military
Fixing Things / Breaking Things
Flint Inspires Me to Improvise
Lonestar is reckless — she’s never even read the manual!
(TBD)

Skills

SpacefaringPhysicalSocial
Gunnery +3Athletics +1Discipline +2
Pilot +1Fight Empathy
Tactics +2Notice +2Investigate +3
Technology +4Shoot Provoke +1
Sneak +1Rapport

Stunts
(TBD)

Categories
FATE Games Game Group

Norma “Lonestar” Nebraska

Aspects
Fun Lovin’ Cowgirl with a Heart of Gold
Carousing with Friends/Eats and Drinks to Excess
Cellblock is a Turd that needs Polishin’
Bookwyrm needs to get out and have some fun
It’s like my Grammy Always Says…

Skills

SpacefaringPhysicalSocial
Gunnery +3Athletics Discipline
Pilot +2Fight +2Empathy +1
Tactics +4Notice +3Investigate
Technology +1Shoot +2Provoke +1
Sneak Rapport +1

Stunts
Howdy Stranger: Gain +2 to Gunnery attacks when attacking an enemy for the first time
Just Tap the Dashboard: Once per session, ignore the results of a Technology roll

Categories
Game Group My Game Ideas

Bartholomew “Flint” Roberts

Aspects
Former Pirate Looking for Redemption
Training with Uncle Iroh/Picks Fights & Dominates
Books keeps my ship tuned & souped up
Cellblock’s got skills, but will let me down
(TBD)

Skills

SpacefaringPhysicalSocial
Gunnery +4Athletics Discipline
Pilot +1Fight +1Empathy +1
Tactics +2Notice +2Investigate +1
Technology +3Shoot +2Provoke
Sneak +3Rapport

Stunts
Danger Sense: +2 to create advantages to detect ambushes and concealing intent
Pugachev’s Cobra: Once per game session, in an engagement, you may use the On Their Tail action against someone who is on your tail-switch places with them on the maneuver chart

Categories
FATE Games Game Group

Stanislaw “Cellblock” Wyzowski

Aspects
Too valuable to rot in jail
Mandatory Rehabilitative Behavior Stabilization / Fun Violence
Lonestar is a bumpkin (oh, so mistaken)
Flint is a kindred soul, but weak
(TBD)

Skills

SpacefaringPhysicalSocial
Gunnery +3Athletics +2Discipline
Pilot +4Fight +3Empathy
Tactics +1Notice +1Investigate +1
Technology +2Shoot +2Provoke +1
Sneak Rapport

Stunts
Instinctive Flier – Use Pilot instead of Tactics in the maneuver phase