Langes Rollenspielwochenende in Bielefeld

Es war mal wieder soweit, diesmal allerdings in anderer Zusammensetzung: Ein paar Dutzend Leute trafen sich und spielten. Insgesamt hat es bei mir zu drei Runden gereicht:

Raiders of Arismyth als Zufallsrunde

Ein Programmpunkt war das Rollenspiel-Blind-Date: Zufällig wurde so Gruppen zusammengestellt undu Spielleitungen zugeordnet. Als sich abzeichnete, dass die Runden teilweise etwas voll werden würden, und entweder jemand den lieben Blechpirat als 6. Spieler mit aufnehmen musste, oder wir noch jemanden zum Spielleiten verdonnern würden, opferte ich mich großherzig!

Zum Glück hatte ich von einem vorherigen Treffen in gleicher Location tatsächlich noch einige Geländeteile und ein Bossmonster im Haus Einschlingen gebunkert, so dass dem zünftigem Püppchenschubsen mit meiner Eigenproduktion Raiders of Arismyth nichts im Wege stand.

Vorbereitet hatte ich dennoch nichts, ich nutzte also die Zeit, in der die Runde sich aus dem Fundus der zahlreichen Minis aus meinem „Raiders SL Koffer“ ihre Helden aussuchten, um zu sichten und etwas zu improvisieren. Dabei fand ich vor:

  • eine Turmruine
  • alle Einrichtung für eine Taverne (eigentlich für Barkeep of the Borderlands eingepackt, da aber nicht verwendet)
  • einen „Demonic Prisoner
  • einen Baum
  • diverse humanoide Monster, von Kobolden, Orcs, Schlangemenschen, Untoten, usw.
  • ein wenig „Höhlengelände“

Das Abenteuer war daraus dann schnell gestrickt: Man findet sich in der einzigen Schänke von Tarkherheim ein, lernt sich kennen und wird dann direkt von einer Harpie und ihrem Fledermausschwarm besucht, welche den armen Wachmann in die besagte Schänke jagt.

Nachdem sie besiegt wurde (und alle das Kampfsystem grob verstanden haben), fand sich an der Harpie eine grobschlächtig gezeichnete Karte mit eingetragener Turmruine und einen Schlüssel. Da gibt es sicherlich einen Schatz, oder vielleicht auch nur eine Gefahr für Tarkherheim. Also hin da!

Auf dem Weg wurde in der Wildnis übernachtet, sich vor Wölfen gefürchtet, eine überwucherte Tempelruine mit darunterliegender Gruft gefunden und sich mit deren Bewohnern geprügelt. Als der Magier dann aus Versehen einen Blutschleimer erschuf, suchte man lieber das Weite und versiegelte die Gruft wieder. Das wird sicherlich niemanden irgendwann irgendwelche Probleme bereiten…

Schlußendlich fand man die Turmruine, die aber nur sehr … zögerlich betreten wurde. Also, eigentlich gar nicht, schließlich drangen gar scheussliche Geräusche aus dem Inneren. Und als dann besagter dämonischer Gefangener aus dem Keller ausbrach, sahen sich alle bestätigt! Der folgende Kampf war knapp, aber der Magier nutzte geschickt seine Talente um die Ruine über dem Dämon zum Einsturz zu bringen, und man konnte immerhin einige Schätze nach Hause bringen um sie da direkt zu verprassen…

Für mich eine schöne Feedback Runde um das System weiter abzurunden, und eine noch schönere Improvisationsübung!

Als Stadtwache durch Ankh-Morpork

Im November ging ja der Discworld RPG Kickstarter zuende — ein Projekt, wo ich schwer versucht war, dann aber doch nicht mitmachte: Ich war und bin mir einfach nicht überzeugt, dass die Scheibenwelt ein dankbares Rollenspiel-Sujet abgibt. Aber man soll ja niemals nie sagen, und als jemand das Abenteuer aus dem Schnellstarter anbot, hab ich mich da direkt angemeldet!

Ich erhielt einen Gargoyle-Konstabler und alle zusammen machten wir uns auf, den Einbruch in das Sunshine Sanctuary for Swamp Dragons aufzuklären. Das Einstiegsabenteuer ist schön geradlinig und bietet viel Scheibenwelt-Flair — insofern hatten wir alle Spaß.

Allerdings, und das ist Meckern auf hohem Niveau, den Spaß hätten wir genausogut ohne die Scheibenwelt haben können. Ja, da lief mal CMOT Dibbler vorbei, ja, Captain Carrot hat uns den Auftrag geben, und so weiter. Aber das war halt Fan Service, der die Story nicht wirklich weiterbrachte, und gerade im Fall von Dibbler wenig Interaktion brachte: Gestandene Ankh-Morporker kaufen bei dem halt nichts. Ich glaube inzwischen fast, dass man die Scheibenwelt nur mit nicht-Scheibenwelt-Kennern bepielen sollte: Dann können die nämlich die Skurrilitäten alle frisch erleben.

Aber vielleicht sollte man denen dann nicht doch einfach nur die Bücher zum Lesen geben?

Barkeep of the Borderlands

Ein wunderbares Modul, einer der Ennie Gewinner 2023: Der Monarch wurde vergiftet, und das Heilmittel wurde anscheinend aus Versehen in eine der vielen Kneipen geliefert. Da die Narrentage ausgerufen wurden kann die Stadtwache nicht einfach einmal alles durchsuchen, und tapfere trinkfeste Abenteurer sind aufgefordert, den Monarchen zu retten!

Wir haben tatsächlich fast den ganzen ersten Tag des sechstägigen Pubcrawl geschafft, und einer der Spieler hatte auch als Gewinner des Dance-Offs fast den richtigen Wunsch geäußert um den Monarchen heilen zu können, aber sich dann doch von der Dämonenprinzessin verwirren lassen?

Alles in allem hatten alle bekundet sehr viel Spaß gehabt zu haben, aber ich stelle auch fest, dass es an einigen Stellen besser hätte laufen können:

  • Ich dachte, ich hätte mir geschickt und ausreichend Tabellen etc. aus dem Modul rauskopiert, um keine unnötigen Nachschlagezeiten zu haben. War leider dann doch nicht so effizient. Das geht mit Lesezeichen etc. sicher besser.
  • Das Abenteuer hat diverse Subsysteme fürs Trinken, Tanzen, etc. Es ist nicht immer ganz klar, wie die ineinandergreifen sollen, das muss ich fürs nächste Mal besser vorbereiten und abgleichen.
  • Blechpirat hat zurecht angemerkt, dass ich Cairn nicht ganz richtig angewendet hab. Schande über mich, zumal ich die „korrekte“ Variante ja eigentlich immer in Mail Order Apocalypse verwende.
  • Generell hat das Abenteuer die Herausforderung, dass es Aktionen unterschiedlichster Komplexität und „Echtweltdauer“ zu abstrakten „Turns“ zusammenfässt. Das erzeugt ein sehr seltsames Zeitgefühl, dass man den Leuten gut erklären muss.
  • Überhaupt, Zeitgefühl: Die konkrete Dringlichkeit und die Überlegung, wie viel Zeit man sich jetzt nehmen darf oder muss, um die Kneipen zu durchforsten sollte besser kommuniziert werden.
  • In die gleiche Kerbe schlagen all die Vignetten und Gerüchte, die das Abenteuer liefert: Wie viel davon und wie will man wie den Leuten um die Ohren hauen? Und zwar ohne den Fokus zu verlieren?

Achtung: Das ist natürlich alles Jammern auf hohem Niveau. Ich fand den Abend sehr gelungen, aber ein Vorteil von solchen Treffen ist ja, dass man sich mehr Gedanken darüber machen kann, wie und was man in Zukunft besser macht!

Ich freue mich auf jeden Fall schon auf das nächste Mal Spielen in Bielefeld!

Indie in Bielefeld

I’m sitting at home, having just returned from the regular gaming meetup in Bielefeld. While I did pack but not play Dusk City Outlaws, I did get to play two other games: The Skeletons by Jason Morningstar and Thorny Games' Dialect.

Both games are very much focused on story and emotions, less about high adventures, so this meetup has again been very much thematic for me. (There was a DSA 4.1 game that I was invited to, but, let’s say, even though I like the GM a lot, this isn't my cup of tea.)

So, what are these things about?

The Skeletons has the players all gather as undead guardians of a hidden tomb. The game asks them to map out the tomb together, to come up with the little details that give it a history.

And then watches on, as there are repeated incursions into the sacred stillness. Grave robbers, adventurers, monsters and others seek out the tomb, and the skeletons have to deal with them, rediscovering their own identities and memories while doing so.

A very fun game, but we sadly did not unlock it’s full potential. One reason was that the game got constantly interrupted, so we couldn’t really establish a flow. None of the interruptions were malicious (we got cake, new arrivals at the meetup wanted to say hi, and of course everything got paused when the infant kid of one of the players got carried in with a very nasty bruise on the forehead.), but a game that tries very much to evoke a feeling of loneliness and time passing suffers greatly from that.

The other was a result of this being our first time to play this game: The tomb we made was small. Basically one big room with just one corridor entering it. That way the skeletal guardians confronted each and every incursion in basically just one short encounter, not allowing for a lot of roleplay in those moments.

On top of that, I realized the actual point one probably should drive at only after the game ended, so the players felt a lack of agency. Discovering and making use of ones own personality should be much more important.

Still, I recommend this game a lot.

Dialect is a meta-game, similar to Microscope, but instead of a deep history, this game has you develop a language. It comes in a rather thick hardcover, gorgeously illustrated and also hands you a bunch of cards with prompts. All of this enables you to form a tightly knitted group that has somehow isolated themselves from the rest of society — and thus forms their own language.

We had a merry band of gentleman thieves in early 19th century Hamburg that surely but slowly moved towards their downfall. In that time we invented slang that defines our marks, our celebrations and our hierarchy and actions. We saw how words slowly took on different, meaner definitions, as we moved from high stake cons to simply robbing and murdering people.

The phrase „before the cellar“, which we used to have as a code to reference our lofty gentlemanly standards became a curseword and then evolved into „to cellar someone“, a euphemism for plain murder. In the end, the cellar was all we had, and when our fearless leader walked up to the hangmans noose, her last words were „no one sings in the cellar“, refusing to give up her partners in crime.

A great game, one that I cannot wait to play again.

Horror in Bielefeld

I spent the last weekend at a semi-regular gaming meetup. The beauty of this thing is that while it does host more than a few dozen people, but all of them are invited known persons. Friends and family one could say.

Blechpirat and me usually use this gathering to playtest the more different games we find. This time, the candidates were Ten Candles and Bluebeard's Bride. (And then there was a Dresden Files game that was full of vengeful pirate ghosts, so the horror theme was thoroughly observed :) )

Both, Ten Candles and Bluebeard’s Bride are games where the characters can’t really win. Even more so than a Cthulhu game, where the PCs usually are at least able to avert the apocalypse for now. Both of these games will end badly, period.

Ten Candles says so very clear on the tin: When the last of the ten candles on the table is extinguished, all characters will die, no way out of it. This is a game that tries to tell a story of hope and light in the face of utter darkness and hopelessness. And it does so quite well, at least most of the time. The player characters are stranded in a sea of darkness, clinging to the light that promises survival.

The titular ten candles are actually lit on the game table. One by one they will get extinguished whenever the players fail on a dice roll. If that happens, the current scene is ended and the narrator cuts to the next one, made bleaker and less hopeful by that failed roll. But the players get to narrate facts for the next scene, one for each candle still burning. These facts can be positive, but they don’t have to…

Apart from the gimmick with the actual candles on the table, the game offers a really interesting mechanic: During character creation, you create a small stack of traits and moments. Each of these is written on a small piece of paper, and these are then actually stacked on top of each other.

Literally burning one of these will give you a small bonus, but you can only burn the one that is right on top of the stack. So the order you stack these becomes important during gameplay.

Pro-tip: If you prep for the game, hand out papers that include the prompts and the mechanic that kicks in when burning. It’s something that is easily forgotten or confused during gameplay and having it right there will surely help.

The other thing to realise, especially for the person running the game, is that at some point, most tests the players roll will fail. And failing a test will not only progress the game by ending the scene, but also make the next one even harder. So choose the moments for these tests wisely, otherwise your game will speed up towards the end on autopilot during the last four candles or so.

But those are miner nitpicks: If you like to buy in to the „everyone will die“ premise, Ten Candles is a very fine and quite atmospheric game. And even scenes that got cut short within the first 20 seconds managed to convey a good sense of bleak dread and despair, precisely by being cut off before any real hope can surface. One example of our session was when the drifting yacht briefly bumped onto the pylon of an oil rig, only to drift away into the darkness right away…

Bluebeard’s Bride is quite another kind of horror. It is more personal, even intimate. Instead of several people, the players each pick one aspect of the Brides personality. During character creation they establish how the Bride thinks and feels and the narrator (called Groundskeeper by the game) is encouraged to mine these things, to use them against the Bride.

It is described as „feminine horror“, and it does indeed focus heavily on themes that are stereotypically feminine: How to cope with societies body standards, views on sexuality or body autonomy. Yes, these are sexist themes, but the point is to come to grips with that sexism, to see unfairness of it escalate into horror.

As Ten Candles, this is also a game where most of the story and challenges have to be created ad hoc during gameplay. And as the aim is to tailor these parts to the players, to address the things that make them shiver, I find it even more challenging with Bluebeard’s Bride to do so. It helps if one has a collection of set pieces at hand and the rulebook gives you plenty of examples and prompts.

Personally, I found it surprisingly hard to populate Bluebeard’s mansion with NPCs. The rooms were easy, but adding people into that creepy room, people that add to it instead of taking attention away was.. difficult. In the end, there was about a handful of them scattered through the house. As a result, the players didn’t get to make some of the moves, simply because there were less people to interact with.

Still, the game gives excellent prompts to add horror to basically any aspect of the setting and I got to see the players shiver a lot.

I’ve been…

…so many people over the past few days again, it was delicious. It was that time again, where a plethora of nerds descended upon the non-existent town of Bielefeld and gathered to eat, drink, be merry — and play games!

The food was delicious, the drinks came in just the right amounts and potency, the merriment filled the days but I guess what you really want to hear about are the games. Let me indulge you. I’ve been…

…a progressive alien species, trying to gain control of the galaxy during its second dawn. Alas, I could not make use of my extraordinary powers of research, as every attempt to expand my realm was thwarted by the vicious robotic remnants of the Ancients fleets. During most of the game I just held on to my meager three sectors, eking out some technological progress. Only once I managed to assemble a fleet and watched it get annihilated by the Ancients in a short but brutal fight. (Eclipse, Second Dawn of the Galaxy)

…a successful Unicorn Breeder, filling my stable with the most wondrous of creatures, scheming and plotting to bring misery to my fellow Unicorn enthusiasts, trying to be the first to fill all slots in my stable. A hilarious game, full of puns, innuendo, and most of all, unicorns! (Unstable Unicorns)

…a sailor, a pirate, no, a cultist, trying to direct the course of our ship to the chosen location. Covert collaborations with fellow pirates or cultists, mutinies, bluffing, and the occasional surreptitious changes to the logbooks steered our proud ship. And never did it reach the safe harbor of Bluewater Bay, but instead got fed to the Kraken or entered the dreaded pirate island… (Feed the Kraken)

…a greedy innkeeper, luring adventurers into a near-certain deathtrap. My cunning plan was to feed them to the naked-bear-thing I had chained to the dungeon below my humble establishment. But the motley crew of ne’er-do-wells and murder hobos managed to not only dispatch my minions and beasts, nay, they made off with all of my ill-gotten-riches and escape through the undersea on a magical obsidian rowboat. (The Undertavern, run with Into the Odd rules)

…Loddar, the DIY-King of YouTube, hiking through the black forest as part of a streamed challenge, with four other more or less well-known internet celebrities. Loddar, a cabinetmaker in retirement, gained internet-fame when his grandson filmed his antics testing how well the new rip-stop trousers would protect him against a chainsaw. Clueless about technology he now got thrust into a gaggle of youngsters who film themselves doing weird and (to Loddar) incomprehensible things for the sake of something called „Likes“, which he didn’t quite got. But his grandson said this was good stuff, and the likes would translate into income somehow, and Kevin knew computers after all. What followed was deliciously silly, full of drama and eventually even action, with high speed car chases and bullets flying everywhere! (a custom adventure with a d100 FATE derivative)

…an english industrial baron of the 19th century, building factories and transport links all across the Black Country, vying for domination through two distinct eras of early industrialization, seeing train tracks started to displace the narrow boat channels. A brainy but accessible game with glorious artwork and theme. (Brass Birmingham)

…Peter Rath, the holy sinner and bearer of the tome of 99 demons. A moderately famous fiction author, secretly a vampire of the White Court, Peter spent the past few years very privately, minding family and his own affairs. But the recent devastation of Berlin and the retirement of his sister from her office as head of the paranormal investigation unit drew him out of hiding once more. He joined a small task force trying to figure out what eerie things were responsible for recent oddities around the local cemeteries. Weird Pterodactydemons were fought, ancient religions uncovered and a long-term plan on keeping these forces of evil at bay became implemented. After an inspired lecture, Peter found himself the head of a new holy catholic order, secretly blessing places to protect them, and doing who-knows what else! (Dresden Files RPG)

…a middle-aged summer camp guide in the Midwest. She desperately needed a job, and found a lot more than expected, when she walked into the lone guy who squatted in one of the camp huts, hastily shoving something into a freezer. A few hours of increasingly bloody and campy fun and drama, topped by two women chainsawing a Wendigo into sausages. (Fiasko)

All in all an excellent few days, a fun NYE party and a welcome reminder of good friendships.