You know how we have been struggling in the past year. We had hoped to be able to sublet the main house area and live in the in-law unit; this project dragged on with one hurdle after another until we finally learned that although our friend and landlord was willing to accommodate this arrangement, it is illegal where we live (not permitted by the zoning code). Now we have to leave by the end of May.
We don’t really know where we’ll end up; it’s too expensive in the Bay Area, so we are looking at rural California (Humboldt County), Portland OR, Vancouver BC, and other less expensive places. We’re also looking at shared housing programs.
To be honest, homelessness is on the list of possibilities and pretty darn near the top. We have used up the finances raised for us by our friends on GoFundMe, all our savings, and all our retirement funds. We both have health challenges, physical and mental. My energy level is low, I have not managed to work full-time since my bout with cancer. And we have two cats, which always makes it trickier to find housing.
But since we let our local friends know a few days ago, we have also received offers of help to find a new place, get employment and move, invitations for temporary stays while we search, and so forth. We are poor in money, but rich in friends. As soon as we get back to a sustainable living situation, I will be satisfied; I don’t need more. I love you all.
The sun sinks in the sky, bringing long shadows and a wisp of cool air. In a handful of hours it will be midnight. The veil between the world of the living and the world of the dead is growing thinner with each passing moment. At midnight it will open, and those who are able to stand unshaken before the Beloved Dead will be allowed a boon. You and your friends set out for the graveyard, each eager to meet the Beloved Dead and ask a favor from those who have gone before.
It felt perfect to play in October.
System and Setup
Meguey released it three years ago; the full version which I was using is on her Patreon site, but she also released a basic free version on her Medium blog, so you can take a look.
I had scheduled it as a two-hour game, but it’s hard to gauge how long a given episode will take: you can play with 2 to 6 players and the Yahtzee-like mechanics make it difficult to guess when the end is near. As play aids, I had created a cheat sheets for the Signs; and I used my dry-erase Noteboard so we could draw the elements we created. Continue reading “Play report: At the Stroke of Midnight”→
Last week at Big Bad Con, I ran Robert Bohl’s role-playing game Misspent Youth. Because I was running in a four-hour time block and it’s always a challenge for me to stay within the scheduled time, I cut through setting and character creation by using Misha Bushyager’s playset “Young, Gifted, and Black” from the recent supplement Sell Out With Me. The premise:
“What happens when a group of students from a predominantly Black, inner city public school score highly on a test that propels us to a predominantly white private, suburban boarding school? Will the other students accept us for who we are or will they make stupid ass assumptions about us?
“Will we be able to fit in with them? Do we even want to? Will we have to sacrifice our identities to become more like them or can we plant the seeds of true multiculturalism and make them more like us?”
Initially I had not signed up for anything on Sunday morning because I feared con exhaustion might set in by then. But I woke up in plenty of time to make the 9AM games so I grabbed a free coffee at the registration table and signed up for Brian Vo’s “It Makes A Village,” which sounded like Dungeon World meets The Quiet Year. Spoiler alert: it was.
Our characters were:
Tenrissa the gnome artificer and tinkerer (played by Joey);
Matais the human fighter and village carpenter (played by Matt);
Elizabeth “Lizzie” Silverstone the elf bard who lived above the bakery (played by Summer);
Odd Ev the human thief, secret Santa to the village, who did odd jobs (played by Jim); and
Ysolde the human mage and would-be schoolmistress (played by me).
For my Saturday I had scheduled an array of playtests, all games currently being designed by people I love.
I started with (Abyssal), a game Forged in the Dark by my friends and colleagues Ash Cheshire and Edward Turner. The premise:
Whenever humans build cities, they create shadows… hidden, dark places beneath the surface, where creatures that aren’t human gather. Some might call them monsters, and they wouldn’t be entirely wrong. But you? You don’t belong to the surface or the shadows. You are in-between… cursed, or infected, or bitten but not yet turned. You stand at the edge of the abyss. Will you hold on to your humanity at all costs, or will you embrace the change that is happening to you?
On Friday morning I was scheduled to run a shift at Games on Demand from 9AM to 1PM. Although GoD shifts are all four-hour time blocks, GMs are encouraged to run two-hour games twice because this is useful to attendees who have just a bit of time between events.
I was offering the same two-hour games as last year: Avery Alder’s The Quiet Year and Meguey Baker’s At the Stroke of Midnight. It was a treat for me to get to run both: the first group chose to venture in a graveyard at midnight to get a boon from a departed loved one, and the second to follow a community’s preparation for the expected winter hardships. Both groups of players totally “got” the spirit of the games. Continue reading “My Big Bad Con 2018: Part 2”→
Last weekend was the eighth edition of Big Bad Con. I have had the privilege of attending every single instance and even to be part of the staff for the last few ones. It’s my very favourite weekend of the year, my Christmas.
In the last 25 years I have worked for many other conventions (organized events, volunteered, or been on staff) and attended many more, but Big Bad Con is different. It launched in 2011 with a mission to build community among tabletop and live-action role-players. Within a few years, this expanded to mean more: to make the community welcoming to all and particularly to marginalized, vulnerable, under-represented groups. Here are a few of the practical steps taken:
particularly as presented in the Dark Heresy role-playing game from Fantasy Flight Games/Ulisses Spiele, and
borrowing the random tables from my husband’s Fiasco 40K playset for, well, Fiasco.
Why? Because on the one hand I don’t enjoy the native system for Dark Heresy, it’s just not my cup of tea; and on the other, we have a bazillion WH40K miniatures which were handy to demonstrate the miniatures rules for Fate from War of Ashes: Fate of Agaptus.
I had four players, including my husband Edmund. The other three players (the very nice Gregg, Thomas, and Jon) were new faces to us and to each other. Edmund is well-versed in both the WH40K universe and in the Fate rules I was using, of course. However, the other players had minimal knowledge of either setting or mechanics. Their role-playing background was primarily from games like D&D or GURPS, and were there to learn about the Fate system. Continue reading “Play Report: Fate of the Inquisitor”→
On Sunday I ran a game at EndGame, a local friendly game store, as part of their 3d6 Con event (a mini-con with six table of role-playing games held three times a year.) I chose to run Threadbare, a delightful game created and published by Stephanie Bryant and Powered by the Apocalypse.
Threadbare RPG is a role-playing game in which you play a jury-rigged toy in a broken world. Caught in a world where Entropy is a constant danger, you’ll patch yourself up, invent new devices, and maybe make new friends along the way.
Your character starts out as a Softie (soft-filled toy), a Mekka (hard-shelled, plastic or metal toy), or a Sock (a single sock, often thought to have been lost in the laundry).
In Threadbare, there are no hit points and characters do not die (unless a player wishes to make an extraordinary sacrifice.) Instead, each toy character is made up of parts that can be damaged, modified, exchanged, or lost. They are in a constant state of change. There are also no experience points; instead, the characters undergo more change or repair of their own choice. In addition, when a player rolls a failure (6 or less on two six-sided dice), they gain a hold which can be spent at a time of their choosing to activate a benefit specific to their character’s type and form. Continue reading “Play Report: Threadbare RPG”→
(This is my continued recap of my weekend at Big Bad Con.)
I had once again gone to bed well after midnight and thinking about what my husband Edmund had to miss by going home to give the cats their medication every night. He was running the second instance of “The League of Extraordinary Felines: 1954” in the morning, but I had signed up for a different game because I thought Edmund’s scenario was the same one I had played two or three times.
I knew Edmund was hoping to see me in his game, I knew I was going to have fun playing a cat again, so I used the online to cancel my signup for the other game (which really sounded awesome, by the way, but that’s Big Bad Con for you: too many awesome games.) I was really glad that, thanks to the online system, the GM would know I had dropped and someone else would be able to sign up to take my spot.
I got up even blurrier than the morning before—where is the gamer resilience of yesteryear?—but I packed my bags for later checkout and went to Starbucks to grab coffee since a 20-oz Starbucks latte was only 35¢ more than a 12-oz. drip coffee downstairs! To be virtuous, I also got us some fruit salads for breakfast, then made my way to the game room.
Map of London
“The League of Extraordinary Felines: 1854” was a new adventure featuring last year’s characters, using the Mutants & Masterminds 3rd. ed. system (Green Ronin Publishing.) Our group was composed of Kendra, playing Pluto, master of the mystical arts; Sarah, playing Dinah the fairy cat; Christine (not the same Christine as Saturday) playing Ta Miu the master of eternal life and time; Xander, playing Mr. Twitchett the gadgeteer and tinkerer; and me, playing Growltiger the brick.
It’s the fourth time Edmund runs this setup at a convention and so far, no one has ever signed up because of the system; at best, people remember playing it at some point, but all say that they signed up because they wanted to play a cat! As usual, we had a lot of fun. We investigated murder most foul, faced giant Sumatra rats, then confronted the immense Ratzilla! Growltiger was formidable against minion rats, and Ratzilla was defeated thanks to the combined cleverness of Mr. Twitchett and the rest of the team.
Mutants & Masterminds 3rd ed.
Our cats face giant rats!
Dinah, our cait sidhe, can fly!
Fighting gato a ratto
M&M3e: Rat droppings just got real!
Growltiger ain’t afraid of no rat…
After the cat game we grabbed a couple of burgers and fries from the hotel restaurant (they are quite good and I nominate this as the best value for the dollar on the menu), and headed for the last game of the weekend. Edmund and our friend Adi were signed up but I had been unable to snag a spot in time. I was hoping to crash the game, but I saw mid-morning that one player had just dropped so I immediately contacted the host! So that’s another thumbs-up for all-online signups.
The game was Witch: The Road to Lindisfarne (Pompey Crew Design), a GM-less story game where a witch convicted of bringing the plague is taken to the Holy Island of Lindisfarne, where a harsh ritual will be performed to cleanse her.
Our party included all six characters in the playset: our host Gretchen Burneko as Ham the Romani guide; Justin as the demanding Sir Hayden; Edmund as the somber Sir Thorne; Alyssa as Brother Armand, wrestling with his faith and conscience; Adi as the witch; and me as Berrick, Sir Hayden’s squire (yes, I kept thinking “Baldrick.”)
It was an intense game and everyone gave great role-playing performances, particularly Adi who was a most splendid, unsettling, and heart-wrenching witch.
The game and the weekend were over all too soon; we said our goodbyes and headed home, tired but pleased with our time at Big Bad Con.