I’ve been neglecting my blog for all sorts of reasons I don’t want to get into right now, but it’s a new year and time for a fresh start. It’s time to once again look at the games I played in the year that just ended, and see if I accomplished some of my goals.
I played a total of 36, up from last year’s low of 29; this included 14 tactical and strategic games (board, card, and miniatures games), and 22 narrative game (role-playing games, story games, live-action role-playing). Some 23 of these (64%) were new to me, i.e., I had never played them before, including 7 playtests (19% of the total). But there were several repeat games thanks to a few recurring campaigns, particularly 13th Age, Agon 2e (playtest), Dragon Age, Journey Away, and Paladin, as well as perennial favourite Spirit Island.
With five years of data, here is what the breakdown looks like:
For the last four years I’ve also been keeping track of who I play with. It looks like this:
I have been trying to play with more new and diverse people, and that seems to be working, although there is room for improvement.
Here is what my list of games looked like in 2019:
[Updated to add the names of some women and enby game designers I had somehow failed to copy-paste from my spreadsheet.]
Once again, I review the list of games I played during the year we just said goodbye and good riddance to.
Despite having fewer health problems in 2018, the number of different games once again dropped, to only 28, down from 62 in 2015, 47 in 2016, and 44 in 2017. I had a lot of challenges this year again, plus little money to attend conventions (only Big Bad Con and one day at KublaCon), and no space to play at home.
As a result, I played only 7(!) different tactical and strategic games (board, card, and miniatures games), from 30 in 2015, 26 in 2016, and 18 in 2017. That makes up 25% of the titles I played.
On the narrative game front (role-playing games, story games, and live-action role-playing), I played 21 or 75% of my titles, compared to 32 in 2015, 21 in 2016, and 26 in 2017. Of these 21 games, I ran 7, or 33%: At the Stroke of Midnight, Blue Rose RPG, Fate of the Inquisitor, Misspent Youth, The Quiet Year, Threadbare RPG, and Turn. Continue reading “My 2018 in gaming”→
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:
This is the second half of the #MayRPGQ2018 challenge for tabletop role-playing game enthusiasts from Brie Sheldon.
May 18: Where do you play that most encourages your creative side?
Big Bad Con. This convention is my Christmas, it’s the best weekend of the year. People who show up there are ready to say yes, to try new things, to take risks. Its effect stretches on through the year for me, recharging me with enthusiasm and ideas. Continue reading “#MayRPGQ2018: Part 2”→
Despite having somewhat fewer health problems in 2017 than the previous year, the number of different games was down to only 44, from 62 in in 2015 and 47 in 2016.
The primary difference was in fewer different tactical and strategic games (board, card, and miniatures games), from 30 and 26 in previous years to 18 in 2017. And for this I blame: Gloomhaven. We played that game so much since we got it in February 2017! If I tracked hours spent per game instead of just game titles, we would see a very different pie chart. Continue reading “My 2017 in gaming”→