City of Mist: Crime Board

After 16 full episodes, running our City of Mist campaign continues to be a high point of the week for me. Here is the “crime board” page; the first image shows the investigation in the first story arc and the PCs’ circles of influence:

The second shares with my players Detective Suarez’s investigation of the crew in connection with the museum theft of the second story arc.

Just for fun. The boards are set up in Roll20.

City of Mist: Fight!

The one thing in my life that has improved thanks to shelter-in-place is moving our online game of City of Mist from a biweekly schedule to weekly. It makes it easier to keep momentum.

Here is our Roll20 board right now:

City of Mist: Dead of Night, Episode 1

Sin-City by Paulo Barcellos Jr., CC BY-SA 2.0

Last episode, I opened our first case in our City of Mist: Dead of Night campaign. I started us easy, with the intro adventure provided in the All-Seeing Eye Investigations Starter Box Set.

Although I often have a hard time retrofitting published adventures to a specific group of player characters, this time it turned out pretty easy. Because of the characters my players had created, i.e. pure chance, we had pretty good hooks for the scenario even though it’s based on a completely different crew. Since this introductory scenario is full of handholds for a new crew and MC, it was very reassuring to rely on it rather than second-guess myself. Episode recap after the cut to avoid spoilers.

Continue reading “City of Mist: Dead of Night, Episode 1”

City of Mist: Dead of Night

Fresh Start

New month, new year, new decade: I finally launched the City of Mist game I had been prepping since late November, running online via Roll20 and Discord. I’m not ready yet for a game review, but here is what’s going on with the campaign setup and launch.

I had backed this Powered by the Apocalypse (PbtA) game at the PDF-only level in the original Kickstarter funding campaign in 2016. Since then, I had received not only the materials covered by backer tier, but a goodly number of supplemental materials since publisher Son of Oak Game Studio was generous with free content to backers. But that bounty became daunting: there seemed to be so much reading to do that I kept pushing in back in the reading queue in favour of shorter games and fiction.

When I did start reading, however, I was soon swept away by the atmosphere in the setting portions, and delighted to finally see an interesting mashup of the PbtA structure with the narrative weight of Fate Core‘s Aspects under the guise of “tags.” But I will review the system in another post when I have played enough to be satisfied that I really grokk it. Suffice it to say that I soon found myself planning an online campaign.

Continue reading “City of Mist: Dead of Night”

Avengers: Endgame – Spoiler-free mini-review

  • Visuals and special effects: 4.5. It’s extremely well done, but I’m docking it half a point for borrowing the dour DC palette too often. Give it back, Marvel, you don’t want to play with someone else’s dirty cast-offs.
  • Soundtrack: 4.5. Lots of good use and reuse of both orchestral and pop music. Alan Silvestri’s work is solid, and there are little musical jokes in the soundtrack.
  • Writing: 4. Unlike Avengers: Infinity War, which I thought was a jumble of good scenes tied by a weak excuse for a plot, Endgame actually has a plot that hangs together, at least in a comic book way. Also lots of good lines.
  • Casting and acting: 4. Not a whole lot of new faces, but nearly all of the old ones are there, even minor ones. Solid acting, with some actors once again showing more range than they often get credit for; made me cry a few times (that’s an easy feat right now, though.)
  • Direction: 4. Smoothly moves back and forth between moments of drama, humour, and action. The character development moments felt like they received special attention. Directors Joe and Anthony Russo’s vision seemed much clearer, much like it was in Captain America: Civil War.
  • Editing: 4.5. Tight. There is a lot of material packed in there, and segments that could get mired for a long while are resolved briskly; yet poignant moments are given the time they need to unfold. Good sense of comedic tempo as well.
  • Superheroics: 5. Although my favourite superhero group action scene remains the fight at Leipzig-Halle Airport in Civil War, there are a lot of quintessential superhero moments in Endgame, so many that it may take repeated viewings to catch them all.
  • Diversity and feminism: 3.9. Characters of many different origins, orientations, genders, etc. appear, but the lion’s share of the focus is still on white (straight, cis) men. There are even some scenes that deliberately highlight this, I’m not quite sure what the message was. However, three of the female characters in particular do have serious moments of deep self-realisation, and that was cool. Also, thank you Wakanda for putting up with white people’s messes.
  • The Sean Bean Award for character I will most miss in future Marvel movies goes to Stan Lee.

Like most other Marvel movies, Endgame offers a lot of cool little touches for fans, whether they are the long-time comic book fans or the newer fans who have followed the movie franchise. I enjoyed the many call-backs to scenes from previous episodes and the way they were spun, some times in parallel and sometimes in contrast.

As others have said, this really felt like the end of a season and the ushering in of the next one. I enjoyed, will likely see it again, would recommend.

Black Panther: Spoiler-Free Mini-Review

We saw Black Panther and it was even better than I had hoped. It’s now a strong contender for best Marvel movie ever, and therefore, for best superhero movie ever.

  • Visuals and special effects: 5. The most gorgeous eye-candy delight Marvel Studios have ever brought us. In scale and poise it holds its own against Asgard, and is much more joyous and colourful. Every visual choice was very carefully made. The tribes of Wakanda feel very different yet true and (mostly) unified.
  • Soundtrack: 4. Good mix of pop, traditional, and orchestral music.
  • Writing: 4.5. I have very few quibbles; the main one is that some characters I would really have liked to see again appear to have died the Final Death. But the dialogue is fun and smart, and the pace is good. Also, reflections on insular and and nationalist attitudes well-suited for our times, by a film-maker who cut his teeth on current events.
  • Casting: 5. There was not one actor I didn’t love, the choices were excellent all around. The characters’ personalities shone brightly and the lines were well delivered.
  • Direction: 4.5. Superb attention to detail and sense of an overarching vision. Ryan Coogler assembles the funny, dramatic, sad, tense, and absurd moments into a lifelike tapestry. I really enjoy the glances that characters exchange, the little non-verbal moments. Some exposition, but really not that much considering the amount of material the movie brings in, and well handled.
  • Editing: 4.5. Tight. Even the slower or more solemn moments did not feel like self-indulgence.
  • Superheroics: 4.5. The only problem is that the Black Panther suit is, well, black and can be a little hard to follow in the action. But the fights were definitely larger than life.
  • Diversity: 4.9. As the meme says, they even had two Tolkien white guys (Andy “Gollum” Serkis as Ulyses Klaue/Klaw, and Martin “Bilbo” Freeman as Agent Everett Ross.) Gender, orientation, and ability diversity not really showcased.
  • Feminism: 5. It passes the Bechdel test as well as the Strong Female Protagonist benchmark. Female characters have their own agendas and goals, their own opnions and methods. You can’t swing a dead panther in this movie without hitting a cool female character doing cool stuff.
  • The Edward S. Curtis Award for Anthropological Detail goes to Ryan Coogler and the set design team for the futuristic Wakandan buildings in the style of the Songhai and Aksum empires.

My take on it: who says intersectional social justice is dour? This is the bomb!

 

 

12 RPGs for the 12th Month: Gateway Game

Paul Mitchener came up with a new writing challenge on role-playing games called “12 RPGs for the 12th Month” (see the full list of questions here.)

Question 1: 1st to 2nd December

You’re running an RPG to introduce new players to the RPG hobby this month. Which game and genre do you choose, and why?

My answer might vary a bit depending on what the recuit players’ interests are. For example, I would try to tie in with a fiction world I know they already like, such as Harry Potter, the Marvel Universe, Star Wars, etc., which might affect the choice of system.

As general introductory systems, I have had particularly good success for this using InSpectres (Memento Mori Theatricks), The Zorcerer of Zo (Atomic Sock Monkey Press), Fate Accelerated (Evil Hat Productions), etc.

All else being equal, though, I would probably use Truth & Justice (Atomic Sock Monkey Press) again. I have had great success with completely new players taking on the persona of superheroes that might be complex to model in other systems, just jumping in and having great fun without the headaches. For example, I remember one forty-something who had never been in a role-playing game in his life, and decided he wanted to play Marvin Minsky with a body made of nanites. I just went along, and no, it didn’t break the game. He had a blast and said he would look into gaming in his hometown.

New Releases: Harlem Unbound, Sins of the Past Revisited

Today I take a quick look at a couple of new releases in two different genres: horror and superheroes. Both can be used to expand an existing campaign or as the backbone for a whole new campaign. These will be overviews, not full-fledged reviews since I have not had a chance to run either campaign.

Harlem Unbound

Cover of Harlem Unbound

If you want Cthulhu Mythos horror that flips the standard Lovecraftian view of minorities on its head, putting them in the roles of heroes who must struggle against cosmic horrors while also fighting for a chance at equality, this is the sourcebook for you.

Harlem Unbound is a 274-page sourcebook for Cthulhu Mythos role-play written by Chris Spivey and published by Darker Hue Studios, which provides setting history, locations, characters, adventures, and game-master advice for the Harlem neighbourhood of New York City during the 1920s, the era known as the Harlem Renaissance.

System-wise, elements are detailed for play with both Call of Cthulhu 7th Ed. (Chaosium) and the GUMSHOE system (Pelgrane Press). In fact, you can play it as a GUMSHOE standalone, it contains the necessary rules; or you could play it with a GUMSHOE game such as Trail of Cthulhu, Fear Itself, The Yellow King, or The Esoterrorists.

However, the materials offered in Harlem Unbound are rich and well-formulated so that in my opinion, there should be little trouble adapting them to another system of your choice. Mechanics are the least of your worries—doing the material justice in play is the GM and players’ true challenge. This is exactly the game supplement you need to run adventures in the vein of The Ballad of Black Tom (Victor LaValle) or Lovecraft Country: A Novel (Matt Ruff).

The art is of course strongly influenced by luminaries of the Harlem Artists Guild and precursors. Some of it is not my cup of tea (the gorier images), but it is nevertheless well done. I am particularly fond of artist Nino Malong’s contributions.

If you missed the Kickstarter funding campaign, you can still pre-order Harlem Unbound on Backerkit.

Sins of the Past, Revisited

Sins of the Past Revisited - coverThe original Sins of the Past adventure, published back in 2010, is one of the best scenarios ever written for the superhero game ICONS. Since its release, however, the system has undergone a revision and expansion published as the Assembled Edition in 2014.

Sins of the Past, Revisited is a 52-page adventure written by Theron Bretz, illustrated by Dan Houser—the same team that created the original edition—and published by Ad Infinitum Adventures for ICONS Superpowered Roleplaying: The Assembled Edition.

It does not only update the mechanical bits to reflect the most recent version of the game; it offers new material, game-master advice, and notes on the playtest games. There is more art and new maps, everything a GM needs to run exciting scenes of superheroic action.

To top it off, if you prefer to run ICONS using the original rules, this comes with the 2010 version of the adventure for free. This means you can enjoy the new materials without major system adjustments.

The adventure connects modern-day superheroes (and villains) with those of the Golden Age. I think the adventure might have the most impact if its chapters were introduced one at a time over the course of a long-running campaign, when some of the GM characters have become familiar figures of the game setting. This could create fantastic buy-in for the players, inviting their characters to shoulder a legacy.

You can get the PDF on DriveThruRPG, and I understand that the print version will be available soon.

Masks: Play report and review

Masks

A few weeks ago, our friend AW ran a one-off episode of the role-playing game Masks for me, my husband Edmund, and two more friends, SP and MP. I thought this was a good time to talk about this game since the PDF version just became available on DriveThruRPG. First, I share a play report that goes a bit long, but talks about the mechanics as well as the fiction generated in play. I follow with a review of the game. Continue reading “Masks: Play report and review”

RPG a Day: Next game?

12. What game is your group most likely to play next? Why?

MasksAside from the continuing ones (Dungeon World, Night Witches, and a Savage Worlds game based on a setting mashup of The Sixth Gun and Through the Breach), the next game we play should be a one-off episode of Masks (Magpie Games). Powered by the Apocalypse, Masks is a game of young superheroes.

It’s the most likely because it’s scheduled for tonight!

#RPGaDay2016