This year I spent all 6 official and 1 unofficial sessions in the games on demand room. Here's the games played and the good and bad of running them like this.
Bad Family. Steve Hickey ran this, with me playing. It's the newest version of his long in-development game of dysfunctional family sitcoms. It was absolutely fantastic, with the only bump being one player who was quite out of sync with the tone the rest of the table. The game itself is significantly polished compared to my previous experience of it, although (as I told Steve) I suspect that there's still rather more structure around each scene than is actually required.
FreeMarket. This game is hard to pitch to a group. I find that I can explain what's cool about it if I have a chance to talk to one or two people for a few minutes, but to get a quick pitch to a room of expectant gamers, not so much. In any case, I managed to convince four to give it a go and they created some fun characters and a great MRCZ concept: guerilla redecorators. The first thing they did was make over a public cafe (they scrounged some junk, and recycled the cafe and junk together to change the cafe from tags: "Ephemera, Cafe, Utilitarian" to "Ephemera, Cafe, Luxurious"). Once this was done we got into the flow of it and the rest of the game went pretty well. They managed to generate enough flow by the end that we had time to have a virtual second session beginning and run through a MRCZ promotion round, which they won. Not without issues in a three hour round, but overall a success.
3:16. As expected, fun all round. Not the best game, though. I found that the players seemed in a more reactive mood, which doesn't suit 3:16 well. If they are all just waiting for the next encounter, it drags a bit. I was somewhat to blame as well - beginning to run out of creative energy as the afternoon wore on. I wasn't pushing enough for cool narration too, looking back. Despite all that, everyone enjoyed themselves so that's the main thing.
ACTION CASTLE! I played in this one. Hilarious! If you get the chance, play it.
Ganakagok. Played late on Saturday. Suffered from general tiredness of everyone and the short time we had to play it. The game still generated some great myth, and I had a great time (I think ACTION CASTLE! got my creativity kick-started). After this, though, I think Ganakagok really needs at least 3-4 hours to work. That we everyone can get their head around the mechanics and there's time to get several rounds of play in, rather than just one or two.
Lacuna. Sunday morning, I was so tired that I pushed Lacuna as matching my mind's state perfectly. I used the tactic of basically not telling the Mystery Agents anything, and it worked well. Mood was perhaps affected by a very loud game of 3:16 also in the room, although the random shouts and sound effects probably contributed well to our game's nightmarish aspects. Afterwards, I had a conversation with a couple of players about the game's form and structure, how the incomplete aspects fitted into the setting and play, and how Jared Sorenson likes to mess with basically everybody.
In A Wicked Age... Played by popular request of some people who had played it the previous day. We used the "God-Kings of War" oracle and had a good game with a clash of two nations, complicated by a devil-worshiping cult, a jealous god, and a mischievous djinni. My favourite moment was when I offered "The devil kills and eats you" as a post-conflict negotiation and was accepted (the character happily continued taking part in the story as a ghost). The epic battle between the wild tribe huntress and the city-state's general was also neat to watch.
The Shab-al-Hiri Roach: OVERLORD. I grabbed three players for this in the last session. We had a good session, although it took a little while for everyone to get the hang of setting up scenes to position themselves for reputation gains - not helped by a weak first scene on my part, which was really only rescued when another player jumped in to create some good adversity for me. Interestingly, this was the lowest body count of any Roach game I have been involved in, despite being set in a commando training camp and with all characters trained soldiers (this does not hold true if we include German soldiers during the D-Day event, however).
Games on demand as a whole was great fun this year. We ran a little more smoothly and got games going more quickly. There are still a few places for improvement, of course, so hopefully will be even better next year. I enjoy that a lot of people like to come in between rounds to chat about the games we have, as well. There's a relaxed, sociable atmosphere that I enjoyed - although sometimes I was a little tired to actually contribute much to conversation.
Showing posts with label freemarket. Show all posts
Showing posts with label freemarket. Show all posts
26 January 2010
21 December 2009
Play: FreeMarket
The Monday group took FreeMarket for a spin tonight. It certainly delivered the gameplay promised by the text - I certainly had great fun and everyone else seemed to as well.
The initial round of running a pretend challenge seemed to confuse everyone as much as it enlightened them. Then we got into the basic character generation stuff, which was all fine.
MRCZ creation was a little tougher, as everyone tried to come up with something that their disparate skillsets could work together for. In the end they didn't really manage, but everyone was enthusiastic about "My Little Special Friend" MRCZ, who create customized and weaponized pets. So far they printed up a dayglo stripy cat to pay someone's gambling debt and have got themselves a request for a weaponized cat, too. They acquired the raw materials for it but we ran out of time before they got to build it.
The situation generation was effective and fun. Every character has some memories written on their sheet, and you go and grab elements from each of these to make up things that can happen - so one guy from this character's memory wants an item from another person's memory to blow up a statue that's in a third character's memory. This sounds confusing, but it worked really well. I tied them into the whole custom pet theme of the MRCZ and we just went from there.
Filling up the station with oddball types is fun too. Just finding out about their neighbours was quite fun (a metal band on one side, a mobber with tentacles on the other). I quite enjoyed a courier who delivered them a couple of things. There's going to be more to him than they have yet realised, I think.
The challenge mechanics are pretty fun, although the card draws distract a little from remembering to narrate what you are doing. It's one of those games where I'm going to have to keep reminding myself & others to narrate what happens. The card draws give you a lot to work with, though! Just things like drawing a geneline and hazard give you something to work with (i.e. your narration should incorporate your natural talents but have something go not quite right as well).
Looking forward to playing more! The next session for My Special Little Friend should be epic - they have to build their weaponized cat to give to one guy's Dad. Nobody asked him what for yet... but hey, I guess they don't need to know. What could possibly go wrong with arming a cat with a miniature flechette cannon?
The initial round of running a pretend challenge seemed to confuse everyone as much as it enlightened them. Then we got into the basic character generation stuff, which was all fine.
MRCZ creation was a little tougher, as everyone tried to come up with something that their disparate skillsets could work together for. In the end they didn't really manage, but everyone was enthusiastic about "My Little Special Friend" MRCZ, who create customized and weaponized pets. So far they printed up a dayglo stripy cat to pay someone's gambling debt and have got themselves a request for a weaponized cat, too. They acquired the raw materials for it but we ran out of time before they got to build it.
The situation generation was effective and fun. Every character has some memories written on their sheet, and you go and grab elements from each of these to make up things that can happen - so one guy from this character's memory wants an item from another person's memory to blow up a statue that's in a third character's memory. This sounds confusing, but it worked really well. I tied them into the whole custom pet theme of the MRCZ and we just went from there.
Filling up the station with oddball types is fun too. Just finding out about their neighbours was quite fun (a metal band on one side, a mobber with tentacles on the other). I quite enjoyed a courier who delivered them a couple of things. There's going to be more to him than they have yet realised, I think.
The challenge mechanics are pretty fun, although the card draws distract a little from remembering to narrate what you are doing. It's one of those games where I'm going to have to keep reminding myself & others to narrate what happens. The card draws give you a lot to work with, though! Just things like drawing a geneline and hazard give you something to work with (i.e. your narration should incorporate your natural talents but have something go not quite right as well).
Looking forward to playing more! The next session for My Special Little Friend should be epic - they have to build their weaponized cat to give to one guy's Dad. Nobody asked him what for yet... but hey, I guess they don't need to know. What could possibly go wrong with arming a cat with a miniature flechette cannon?
08 December 2009
Read-through Review: FreeMarket (beta)
I've been waiting for Crane and Sorenson to finish this one ever since I found out about the premise. They have released the beta to anyone who signs up for the colonist program at the website (only 1000 berths available!)
So, the premise is that you are a bunch of dudes who live on this space station where death is not permanent, scarcity is no more and everyone cares mainly about reputation (here called Flow, and basically the same as Whuffie from Cory Doctorow's Down and Out in the Magic Kingdom). The player characters start as a MRCZ - an group who have formed a team to do something. You can pretty much pick any goal you want - the examples in the text include people trying to make various station systems work better through party designers and professional extortionists.
What drives it all, however, is Flow. You want your Flow to be increasing, because your MRCZ only gets more Flow when the members get more. You need to risk it whenever you use the game's challenge mechanics, so you'll spend a bit as well. Plus, if you run out you can be voted off the station forever.
There's lots of cool stuff to do - making things, smushing things together to make other things, hacking people's memories, engineering memes, and so on. The world's sketched in the example tech and things like that, and there's plenty of ideas there. Still, it's overall a sandbox kind of game. And pretty much anything goes (although if you're annoying, sooner or later your Flow will tank and you'll be put in a box aimed at Mars).
I suspect what will happen in play is that the players will go a bit crazy picking a project for their MRCZ, but that will soon become an all-consuming quest (no matter how silly it is). The notes on how to run it provide lots of ways for the GM to build on what's on the character sheets and make the game rock on no matter whether you are trying to save the solar system or breeding a superior moss as a novelty item. The game's probably not for everyone, but it's certainly for me and I plan to play it the next session that someone is absent (i.e. preventing more Trail of Cthulhu play).
One more note: the beta requires a significant craftiness investment, as the game is played with 6 custom card decks. Now, the beta package includes the raw materials to print and make them (and some fans have even made versions that are more printing out friendly), but I can tell you from experience that it takes a long time to assemble the 245 (!) cards you need. I wouldn't have bothered if the boxed set was going to be any earlier than it is (sounds like next May or June is the ETA). On the other hand, you can consider making the cards your first Cultivation challenge (Cultivation: making tech items using old fashioned techniques).
So, the premise is that you are a bunch of dudes who live on this space station where death is not permanent, scarcity is no more and everyone cares mainly about reputation (here called Flow, and basically the same as Whuffie from Cory Doctorow's Down and Out in the Magic Kingdom). The player characters start as a MRCZ - an group who have formed a team to do something. You can pretty much pick any goal you want - the examples in the text include people trying to make various station systems work better through party designers and professional extortionists.
What drives it all, however, is Flow. You want your Flow to be increasing, because your MRCZ only gets more Flow when the members get more. You need to risk it whenever you use the game's challenge mechanics, so you'll spend a bit as well. Plus, if you run out you can be voted off the station forever.
There's lots of cool stuff to do - making things, smushing things together to make other things, hacking people's memories, engineering memes, and so on. The world's sketched in the example tech and things like that, and there's plenty of ideas there. Still, it's overall a sandbox kind of game. And pretty much anything goes (although if you're annoying, sooner or later your Flow will tank and you'll be put in a box aimed at Mars).
I suspect what will happen in play is that the players will go a bit crazy picking a project for their MRCZ, but that will soon become an all-consuming quest (no matter how silly it is). The notes on how to run it provide lots of ways for the GM to build on what's on the character sheets and make the game rock on no matter whether you are trying to save the solar system or breeding a superior moss as a novelty item. The game's probably not for everyone, but it's certainly for me and I plan to play it the next session that someone is absent (i.e. preventing more Trail of Cthulhu play).
One more note: the beta requires a significant craftiness investment, as the game is played with 6 custom card decks. Now, the beta package includes the raw materials to print and make them (and some fans have even made versions that are more printing out friendly), but I can tell you from experience that it takes a long time to assemble the 245 (!) cards you need. I wouldn't have bothered if the boxed set was going to be any earlier than it is (sounds like next May or June is the ETA). On the other hand, you can consider making the cards your first Cultivation challenge (Cultivation: making tech items using old fashioned techniques).
Subscribe to:
Posts (Atom)