Category Archives: Games

“In time, a new hope will emerge.”

We dropped out of hyperspace somewhere near the edge of the outer rim. I was looking at the scanner, so I was the first to see the freighter. It was inside the Ghost Nebula, and appeared to be disabled.

The comm crackled to life. Between bursts of static, we heard “…distress … oxygen … please help…” 

Our mechanic wanted to help the ship. I was convinced it was a trap. Before we could come to blows about it, the captain ordered me to run another scan, which confirmed that the ship was, indeed, venting oxygen into space.

“I’m a droid,” I reminded them, “I don’t care about oxygen the way you meat sacks do. Pull up close to the ship and I’ll go investigate.”

Cap pulled us up alongside the freighter. We attempted to raise them on the comm, but they were silent. A quick scan showed weak life signs. “If anyone is alive in there, they won’t be much longer,” the medic said. The captain decided that we’d connect our airlocks, so we could evac the survivors more quickly. I volunteered to go first into the ship. I’m big, I don’t need to breathe, and I’m built to kill, so if it was a trap, I wanted to be first in, to protect my crewmates.

The airlock attached and I cycled through. The ship was dark inside, except for flickering lights.

“IG, what do you see?” The captain asked me.

“It looks empty, at least on this deck,” I replied. 

“What’s the oh-two situation?”

“Irrelevant to my existence,” I said. I sometimes make jokes. I’m not very good at it and my timing is usually bad, they tell me.

“Just check the level, Iggy,” he said. That’s not my name. My designation is IG-426. They call me Iggy. Biologicals are curious that way.

I looked at a scanner. “It’s … one hundred percent. The ship is perfectly pressurized,” I said. Before the captain could reply, a group of humanoids revealed themselves, blasters drawn.

In under a second, I scanned them all and identified their leader. In the next second, I raised my disruptor rifle. Before the third second had ticked by, I fired.

+++

Last night, I started a Star Wars RPG campaign with some friends. We are playing as a small rebel cell, five years before the events of Rogue One. My character is a reprogrammed imperial assassin droid (yes, because I think K-2SO is cool) who was given to this cell by a mysterious Rebel agent, which allowed me to drop into the campaign three sessions after it began, and fits into my real life situation of knowing one of the players very well, and being barely acquainted (until now) with the rest of the players.

I haven’t been a PC in a campaign in years, and I’ve never played a Star Wars RPG until now, and I’m already looking forward to playing next week, because it was so much fun. We’re using the Edge of the Empire and Age of Rebellion rule books. Our GM has us focused on narrative, instead of tactical minis combat, which is my favorite way to play any RPG, because it’s about the collaborative storytelling experience, rather than the boardgame experience.

It’s a really fun system, and there’s a ton of material that I’m looking forward to reading and incorporating into my character. I shouldn’t like the primary dice mechanic, because it requires proprietary dice, but it’s so well-designed, I don’t mind. Check it out:

The core mechanic of the Age of Rebellion is the skill check. At times, the GM will have the characters roll pools of dice to determine whether their actions succeed or fail. Whenever you roll a skill check, you compare a pool of “positive dice” and their results against the results of a pool of “negative dice.” Positive dice help your character accomplish a task or achieve beneficial side effects. These dice may reflect his innate talents or abilities, special training, superior resources, or other advantages that he can apply to the specific task. Negative dice represent the forces that would hinder or disrupt him, such as the inherent difficulty of the task, obstacles, additional risks, or another character’s efforts to thwart the task.

If your character’s successes () outnumber his failures (), the action succeeds. However, the situations of Age of Rebellion are rarely simple, and the game’s custom dice do more than determine whether an action succeeds or fails. Even as the dice indicate whether an action succeeds or fails, they determine if the character gains any Advantage () or suffers any Threat () as the result of the attempt. The sheer number of possibilities provides opportunities to narrate truly memorable action sequences and scenes. Nearly anything can happen in the heat of the moment; even a single shot fired at an Imperial Star Destroyer might hit some critical component that results in its destruction. Players and GMs alike are encouraged to take these opportunities to think about how the symbols can help move the story along and add details and special effects that create action-packed sessions.

Even for someone like me, who has the legendary ability to roll dice in a statistically improbable and terrible way, the dice don’t get in the way of the fun, and instead of simply deciding if you succeed or fail, they sort of land you on a spot that’s in a spectrum between total success and rolling two 19s in a row doesn’t get you out of the acid pit for some reason not that I’m saying Chris Perkins deliberately murdered Aeofel because he is a monster.

cough

I really owe a lot to Rogue One, because it reawakened a love of Star Wars that I’d forgotten I had, after the disappointment from the prequels and the cluttered mess of the EU that never managed to land on me in a meaningful way. But after seeing Rogue One twice, The Force Awakens twice, and playing in this game last night, I have this desire to not just watch the original Star Wars films again (get the despecialized editions if you can because they are amazing), but to also dig into Rebels.

 

Daily December 28

One of the inherent challenges in posting something new for 31 straight days is finding something worth sharing or examining or just talking about every day that feels worth the effort. To be honest, I don’t feel like writing a single word today. But I did get to play my friend Chris Kluwe’s upcoming game, Twilight of the Gods today, and it has me thinking about tabletop gaming.

Other than what we tested and played on Tabletop, I haven’t played a lot of games this year. Early this year, my group was broken up and scattered to different states and countries (thanks for taking another thing away from me, 2016), so when we were able to get the gang together, we only played Pandemic Legacy (which I highly recommend). We also played a little bit of Codenames and Splendor, but that’s pretty much been all we did.

It’s a weird feeling for me, to go from playing games almost every day (and at least once every week) to not playing really at all, and not really wanting to. I feel like a big part of my life has been put into suspended animation, and I have to decide if it’s worth taking it out of hibernation to make it part of my job, again. On the one hand, it’s really great to do what you love for your job. On the other hand, taking my favorite hobby and making it my job left me without something fun to do when I wanted or needed to unwind after work, and I know this is a first world problem that nobody cares about. So much has happened with Tabletop in the last year or so that is upsetting, I almost don’t want to play games at all, because it makes me think about stuff that makes me sad. I created Tabletop to put more gamers into the world. That was all I wanted to do, and I think we did that. I didn’t want a lot of the other stuff that came along for the ride, and I hope that, someday, I’ll be able to find my way back to the joy that I wanted to share in the first place.

Wrapping up Tabletop Season 4

IMG_20160511_104051-COLLAGEIt was a really good season. I had the most fun I’ve had since the first season, primarily because I reclaimed much of the stuff that had either been taken from me, or I’d given away.

We played games that we wouldn’t have been able to play in previous season, like Fury of Dracula and Eldritch Horror, and rather than try to go for lots of games that are heavy on strategy, I recalled my primary focus in the first two seasons, and looked for games that were accessible and varied, so that more people in the world will want to play more games. I played games that I never would have considered, because they have a lot of luck involved, but are still fun because they’re fast.

I stopped worrying about what The Audience was going to think, because I realized that I had allowed my fucked up brain to turn The Audience into The People On The Internet Who Hate Whatever I Do Anyway So I’ll Show Them. Recognizing that (with clarity I wouldn’t have had without my reboot) gave me permission to make the show that I wanted to make, the way I wanted to make it.

And I can’t overstate how good it was to clean house and get rid of the toxic garbage that was dragging me and the show down. If I’d only done that, this would have been the best season, ever, from a personal standpoint.

I also won a game this year, so that’s a thing.

I’m tired, but it’s a good tired that feels earned instead of imposed, if that makes sense.

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Tabletop Season 4 Day 11: Lanterns

IMG_20160510_101610

Lanterns was the first game I officially locked into our schedule for this season. It was the first game I was able to announce, months ago, when I played it with Ivan Van Norman and Becca Scott (#BeccaCheats) on their show Game the Game.

Then, as it happened, Ivan and Becca (#beccaistheworst) were the first guests I was able to announce, because we decided to have a rematch on Tabletop. We also invited the former G&S Twitch Overlord, Zac Eubanks, to fill out the game.

Lanterns has enough strategy to make it satisfying for experienced gamers, but it’s also so easy to teach, learn, and play, it’s perfect for players as young as 8 years-old. It’s also great bridge to more complex games, regardless of your age.

I’ve experienced a lot of shitty and cruel stuff in the popular online boardgame forums, but I discovered this game because someone in r/boardgames was talking about how great it was. If my memory is correct, the same post brought another game we’re playing this season, Harbour, to my attention. I mention this because it’s so easy to just ragequit and want to burn the whole internet down when shitty people are shitty. We tend to focus on the garbage, because the garbage smells the worst and if it isn’t thrown away, can totally take over a place, but we need to remember that there are a lot of good, kind, enthusiastic people out there in the world who want to share the things they love with us, and who want to build and cultivate a positive community. I’m doing everything I can to make Tabletop part of the positive and awesome gaming community that has meant so much to me for over thirty years of my life. After last season, I didn’t know if that was possible, but this year I feel like it’s come back to what I always wanted it to be. It was a good idea to take out the trash, it turns out.

 

 

Tabletop Season 4 Days 8-10

Me, cosplaying as an adult who knows exactly what you're up to.
Me, cosplaying as an adult who knows exactly what you’re up to.

Remember when I said I may not have time to do this every day? Well, here we are.

This season continues to be the most fun and the most satisfying since our first season, for a lot of reasons that will need their own post at some point in the future. The tl;dr is if I still feel the way I feel right now when production is over, I will probably want to do at least one more season of the show.

So let’s catch up on what we’ve played the last few days…

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