Showing posts with label Card games. Show all posts
Showing posts with label Card games. Show all posts

Saturday, April 30, 2016

CodConXXII Report

It had been years since I last tried CodCon, but this year I decided to give it a go. Getting there was super easy, since the College of DuPage campus is about a 30-minute drive from my house. I did park at the wrong end of the building, but that only afforded me the chance to walk past the LARP area and artist booths that I wouldn't have time to get back to the rest of the day.  There was a little mix-up when I arrived because I was being told the game I was running was in the next room over, when my table was in fact two doors down. But I luckily ran into my two signed up players before they gave up trying to find me.

The reason I had stopped attending CodCon because there was such a small number of Old School players who show up there. Having only two people signed up to play Swords & Wizardry (the OD&D retroclone) only reinforced that nothing had changed. My players were a father and son pair and it was going to just be us until the father went over and recruited a board gamer who was sitting all alone.

I was running my Frog God Games module Jungle Ruins of Madaro-Shanti, which would have been challenging with five players -- but for three players? They spent a lot of time running from any encounter tougher than giant centipedes, while trying to piece together the source of the magical curse plaguing the land from safe distances. The father renamed the borsin (a S&W monster) "gorillalopes" -- a name I much prefer. They didn't figure out the well at all (they didn't go down), but spent a good deal of time around the palace.

I had a great time with this other S&W monster called ghoul monkeys. I allowed Speak with Animals to work on them (ghoul monkeys don't seem to be fully undead) and the players seemed intimidated by the monkeys' ghoulish talk ("We are dead!  We are dead!").  After that, the players ran from the ghoul monkeys every time, unaware that their fighter could sweep attack these little guys. All this running away only ended after they figured out they had a Pipe of the Sewers with them -- after that, they went into every battle with an army of giant rats.

After four hours that I thought went very well -- all things considered -- we wrapped up and I explained to them that they had actually stumbled onto a room under the palace one room away from the monster responsible for the curse, but couldn't figure out how to get through the door to that room.

The best part of the game, though, if not the whole day, was learning who the father was -- this guy, Steve, once worked with my mother!  She had told us about each other years ago, but this was our first time actually meeting and gaming together.

After that, I bought lunch from the con food vendor while enjoying a concert from Dan the Bard. I even bought my second CD from him (Bard Camp) and got it signed.  That was the second best part of the day.

After that, I played in round one of a two-round Munchkin tournament. The con staffer who was supposed to judge this tournament made us all wait for nearly a half-hour for him to show up, and then he still didn't have the playing cards organized and shuffled for us!  I volunteered to help, as did some others, so we could finally get playing. Unlike S&W, we had enough players for Munchkin for two tables.

My table had a nice group of players who played much as I do -- go easy on each other until level 6 and then start going after each other. Almost the whole table was tied at level 9 at the end. We just went around the table blocking each other until we ran out of cards to stop someone, just before my next turn. It was pretty epic.

The next round wasn't so much fun. Two-thirds of the players who advanced all knew each other and were more interested in attacking each other right off the bat than letting the game move forward. When I saw Steve was trying to start up a game, but didn't have enough players, I dropped out of Munchkin and joined his two players.

Steve was running Dungeon Crawl Classics, which I'd never played before. We were playing higher-level characters, so I didn't try the "character funnel" approach at 1st level. It was a puzzle-heavy scenario I like to think I was doing pretty well at ... but I had promised my family I would be home by 8:30, so after an hour I knew he was going to have to kill my character or I was going to have to suicide run him. Actually, the way I was playing my thief, it made perfect sense for him to drop his defenses around the succubus, so it all worked out.

Will I go again next year?  Possibly. It's certainly worth it for the money. I hope I can get more Old School gamers to attend next year, though.

Tuesday, April 21, 2009

CodConXV Report - pt. 2

After that I was scheduled to play Munchkin Cthulhu, which had a surprisingly large turnout. Rather than crowd the table, I gave up my seat to a more enthusiastic player and, after walking around the convention a bit more, headed home early. Anything after Dan the Bard would have been anticlimactic anyway.

Sunday was a cold, dreary day and attendance looked like half as much as we had on Saturday. I was signed up to play a (shudder) “3.5 ed.” D&D game, but one being run by Penny and Skip Williams, late of WotC. We had a small group of five players and, by that, I mean we practically had three and a half players because three of our group were not very good at playing high-level characters. I myself almost never get to play high-level D&D characters, especially as high as 12th, so doing things like casting Flame Strike and doing 12d6 damage was a real treat for me. And it was the first time I have ever killed a rakshasa with a blessed crossbow bolt. The adventure was just above average, but me and my dwarven high priestess rocked.

After that, I set up for Hideouts & Hoodlums. Still no names on the sign-up sheet and dwindling prospects of finding any players. I had already resigned myself to this sad possibility, but I did try one more time to recruit my friend Darren into abandoning his RPGA tournament for H&H. Although he declined, he did sound interested in my game (we had not had the opportunity to discuss it before). Penny Williams came by, trolling for people to come to her seminar, but also took an interest in my H&H project. I’m hoping her Phoenix Lore magazine can do something for me, like maybe an H&H review.

Then, and only when all hope had faded, did someone actually stop by my table and showed an interest in H&H. He was alone and looking for one more game to play before he left. However, there was also one person left from the Steve Jackson Games crowd competing with me for our one available player! Even though I’d promised Penny Williams I would come to her seminar if I did not have any players, I was not ready to let this one get away. I sat through two hours of Lord of the Fries, a zombie-themed Old Maid variant that I did not even care for that much just so I could get another chance to talk him into my game afterwards. Luckily, we picked up another player during Lord of the Fries and I recruited both of them! And then we ran into a couple of gamers (literally a couple) who were also looking for one more game before they went home. Half my session time was gone, but I finally had my group of players!

This was my fourth time running “Reuter Mansion”, based off the sample dungeon in the original D&D rules (book 3). Level 1 of the hideout is 15 rooms and described in 6 pages. This group made it through about half of this level in just two hours – including the last two rooms that I had written descriptions for only in the time I was setting up for the session (who knew they would find that secret door in so short a time)! They were smart players, constantly returning to the abandoned mansion above to raid for supplies and using them, or the chest full of pennies in the hideout (the boyfriend taught me about using pennies to spike doors shut), to neatly solve every challenge. They also knew when to avoid trouble more than most players I’ve known and managed to avoid combat with the mobsters until almost the end of our session. We had a lot of laughs over their reliance on always following the left wall of the hideout (“We can’t go through that door – it’s not left!”) and their avoidance of combat (“You’re not into fighting evil so much as inconveniencing it” and the mobster that said, “You’re not superheroes – you penny doors!”). It seemed like everyone had a great time and they all thanked me for the session. The girlfriend said she had never played anything else like it, which I took to be a compliment. Sadly, not one of them took the H&H handouts I offered them – they didn’t even keep their character cards (clearly, none of them are packrats like me, as I still have folders full of old handouts from cons). They all said they were satisfied with the number of games they have now and were not looking to expand, but hopefully they came away from it with a good impression of H&H and will recommend it to anyone they meet looking for a good superhero game system.

I left the con as happy as can be. I felt I had accomplished a lot, having introduced H&H to four players in play, several others just by talking to them about it, including one in the professional arena. I also just had a lot of fun.

Monday, April 20, 2009

CodConXV Report - pt. 1

This past weekend was CodConXV, held at the College of DuPage, and was the convention debut of Hideouts & Hoodlums. But that part comes last.

Friday, I raced to Glen Ellyn after work so I could play Toon. It was the first of the “Old School” games being run at the con and the theme of this con was “Old School”. How unfortunate, then, that most of the gamers in attendance all weekend stuck to the RPGA’s adherence to “4th ed.” D&D, the same cosplay group they apparently always game with, the Steve Jackson card game group, or the even smaller miniatures group. Not too many people looking to try some Old School games. No one else was there for Toon – not even the guy who was supposed to run it!

The exhibit hall was interesting, mostly for the “ebay store” exhibiting their collection of used games for sale. I had my eyes on a copy of Tunnels & Trolls all weekend, but did not have $30 to spare for it. Indeed, I had to take in the whole con on the cheap and this turned out to be really easy. I stayed all three days and, not counting gas, it cost me only $13!

I did run into my old friend Darren there, as he’s hugely into the RPGA crowd. We talked for a little bit. I also found the Toon guy an hour later, but instead of playing Toon solo, I joined the Steve Jackson card game group for Kings Blood, a Uno variant that was pretty fun. But the good times were marred by an uneasiness caused by the sign-up sheets for games sitting out – no one had signed up for Sunday’s H&H demo!

Saturday started out very similar to Friday night. The same guy was going to run Car Wars. One of the card gamers, George, and I were looking forward to it. The guy showed up a half-hour later – he thought he was scheduled to run it at 10 instead of 9. George and I wound up playing Munchkin instead. That was fine, as I really enjoy Munchkin and had never played it with a group of seven before. For the first half of the game I had the lowest level character, but after some lucky cards and aggressive playing, I came from behind and, at one point, all but one of us was one level away from winning, going around the table almost three whole times stopping each other from winning. It was exciting and fun. I don’t think either George or I minded that the Car Wars guy ran that without us.

I had planned to stick around with the card game crowd after that anyway, as I was next scheduled to try Greedquest. It was fun, looked great thanks to Phil Foglio artwork, but in play it was a lot like playing the dungeon expansion for Talisman by itself and I had done that plenty of times already. Again, I came pretty close to winning, but that goal still eluded me.

Michael, my DM for his “Dark Ages” 1st ed. AD&D campaign, was running a Swords & Wizardry event that afternoon and I ran into him soon after Greedquest as he was setting up. I had told Michael before that I was going to play a different game in that time slot, as I was already used to seeing him behind the DM’s screen. His sign-up sheet had been blank the whole time so far, just as my game’s sheet still was. Indeed, I was kind of hoping he would cancel his game and come play in the game I had chosen so I could see how he handles being a player on the other side of the DM screen, which I had not had the opportunity to see yet. However, his loyal player Patrick came to his rescue with his own team of Savage World players and Michael’s S&W game was saved.

Coincidentally, the only two 1st ed. AD&D games at the con were running against each other and I had chosen the other one. And, boy, had I backed the wrong horse. The scenario seemed promising enough at first, as we were 1st level spies being sent to find out where orcs scheduled to break off from a passing orc caravan were heading, with four or five possible destinations to choose from. It was a nicely open-ended set-up, but the time limit forced on us made it impossible to explore the locations and we had to head straight for the orcs. Our DM was an old board gamer so, to him, getting us from point A to point B was exciting enough. Our characters had done nothing but buy equipment and travel for two hours before we met our first orc. When we met the main party of orcs, there were over 60 of them! Half of us were ready to call it quits and return to town with the information we had by then, including one of the DM’s friends. We agreed that, had there been half as many orcs or we had at least 3rd level characters, we would have had a chance of winning, but this was impossible. So our DM cheated for us by having the orcs so complacent that they posted no guards at night. Now we were expected to sneak into their camp and kill them in their sleep, using 1st ed.’s infamous assassination tables. There was a combat after that with waking orcs, but I was so put-off by the un-heroic nature of this scenario that I wanted nothing to do with it. Worse, I had snuck out twice already to observe Michael’s game and he and his group were laughing and having fun while my group was frustrated and bored. I went back, packed up my stuff, and came out to watch Michael, et al., have fun and enjoyed that more.

After that lesson in “always trust the DM you know”, the convention took a dramatic turn for the better. A late addition to the convention schedule was an hour-long performance by a “bard” named Dan Marcotte. He was amazing. Basically, he takes real Renaissance ballads and “updates” them to D&D. To get some idea of just how funny this is, you must go to http://www.phoenixlore.com/ and listen to their theme song, “Phil the Phoenix”. Though the real standout was the “Owlbear Song”. We were spellbound for an hour, or at least spellbound when we weren’t roaring with laughter. The cost of admission for the convention was well-spent on that concert alone. He was just that good. He’s been performing at the Bristol Renaissance Faire for 13 years, he said, but amazingly this is the first time he had ever been invited to perform at a gaming convention, where his true audience has been waiting for him all along.

Saturday, August 25, 2007

Munchkin Review

Munchkin is fun.

Yes, that seems like an awful short review. Munchkin, for those who don’t know, is a card game that parodies Dungeons & Dragons. You start out with blank characters that you only fill out by getting stuff (including races and classes). You take turns drawing dungeon room cards that mostly have monsters or curses on them. When you beat monsters, you get to draw treasure cards and collect more stuff for your character. Also when you beat monsters, you go up a level each time. The goal is to be the first to reach 10th level. It usually takes an hour for one in a group of three players to get there. Tammie [my ex- ]and I have played it three times with Tyler [our son] so far. Sometimes it’s a little rough for Tyler. Maybe we should remove the more confusing cards from the deck before play, as we always have to check his cards and explain to them what they can do. Fighting the monsters sometimes scares him a little too, but he insists that he likes monsters and asks us to play it with him. So far, with help, Tyler’s won twice. Last night’s game was close, with Tammie at 9th level and me at 7th level. I was sitting on a giant, ancient shrieking geek that would have been 26th level that I wanted to lay against Tammie, but couldn’t draw a wandering monster card I needed to use it against her. Tyler won mainly thanks to the Swiss army polearm that adds four to your level. I was just unlucky and drew the least number of monster cards from the dungeon deck.

What makes Munchkin so easy for Tyler is the basic mechanic of combat – if your modified level is higher than the monster’s level, you kill it and get to loot its treasure. The only time a random die roll is needed in the game is if you need to run away from a powerful monster, but that happens infrequently and usually only towards the start of the game when your characters are weaker. The most interactive mechanic of the game, which nicely encourages cooperative play, is that you can team up to beat really powerful monsters. With weaker characters, you may have to convince everyone at the table to join forces with you, usually by offering to split the treasure cards. If you only need the help of one of them, you can sit back and watch them bid to help you and pick the one who asks for the least of your stuff.

Dungeons & Dragons is a violent, bloody game and Greyhawk is a violent, bloody campaign setting. As most of you know, I’ve long dreamed about running a violence-lite campaign, and worked on and off on the “Happy Valley” campaign setting. I even have some rules I’ve been working on for nonviolent conflict resolving game mechanics, which I have posted already to Superland and may repost here. If actual violent conflict came up in such a campaign, I would probably use Munchkin’s system to keep the violence short and minimal rather than drawing it out round after round. We won’t be abandoning AD&D for Munchkin anytime soon, but I would like us to try it sometime.