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    • Welcome to USP
    • Current and Former Cast
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    • Born of Rage
      • Characters
    • Carousel of Fear
      • Characters
    • City of Destiny: Emerald City Knights
    • Freedom League Dark
    • GemStars
      • Characters
    • Grave Circumstances
      • Characters
    • Heroes of Tomorrow
    • Guardians of Haven
      • Characters
    • Limited Series
    • The Order of the Penrose Triangle
    • Netherwar
      • Characters
    • Something… Something… Dragons
      • Characters
    • Something in the Dark
    • Story Forge
    • Tales of the Finest
      • Characters
    • Titan City Chronicles
      • The Lost and the Forgotten
        • Characters
      • Operation Torch
      • Bayside Murders
      • The Jordanow Mystery
    • Treasure of Vault 23
  • Blog
    • Game Theory
    • State of USP
    • Vignettes
    • NPC Spotlight
    • RPG Industry Updates
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  • DriveThruRPG Affiliate Link
  • Patreon

Andy

USP At Origins 2021, a Retrospective

October 8, 2021 //  by Andy

USP At Origins 2021, a Retrospective

A few weeks back (maybe more like a month or so now), we put up a blog post letting you all know that USP would be represented by our A-team (Aaron, Alex and Andy) in person at Origins Game Fair in Columbus, Ohio, at the end of September/beginning of October. Well, the con has come and gone, and we are back and (mostly) recovered from our foray into convention gaming. It’d been over two years since we’d had the chance to run games at Origins, and I will say that, while it was worth the wait, it definitely could have happened sooner. 🙂

I just want to take some time before we get to our recap to thank those that came out and joined our games, endured our sales pitches, had a great time with our games and maybe decided to join in on watching our Live Plays either live on Twitch or replayed on YouTube. Now, on to the recap!

Thursday:

Unlike other years, Origins started on a Thursday rather than a Wednesday. So, right off the bat a bit different, a bit shorter, but I think we all jumped at the chance to test the convention waters, (hopefully) see some friends we’d made at past cons and make some new ones.

For USP, the day started off at 12 as the show opened with Aaron running the third game of his Mutants & Masterminds-based Disney adventure series, this one titled Farewell to the Magic Kingdom. We followed that up with my game at 1pm, an anime inspired Super Hero game set in a world of my own creation (also using M&M), titled Shattered Spotlight. Both of these games went off with wonderful players and grateful GMs for the chance to tell these stories to a new audience. The evening was rounded out by Alex’s first game of the con, and a bit of a departure for him, as he ran an Avengers game using Mutants & Masterminds, titled MODOK Family Reunion, and my game, set in the universe of Syfy’s Warehouse 13 series, titled A Con to Remember. This marked the first (but not last) game not using M&M for our team, as I ran this one using the Savage Worlds: Adventurer’s Edition rules. I know there were a few hiccups, as can happen at any con game, but overall both of these games were well received by the players as well.

Observation: I don’t think I’d done that much talking in a mask at all during the pandemic. While it took a bit more focus to be able to hear the players at the table, and hydration was more key than usual (even if it was a lot more difficult), getting back into running games in person was a bit like riding a bike after a hiatus: a little rusty at first while you get your bearings, but then once you’ve got them your off and moving. For the con itself, the dealer hall wasn’t open (yet), and it was a lot more spread out than usual with less attendees, but we were back in person running games with a bunch of other GMs and players, which was awesome.

Friday:

The USP day started bright and early at 8am, with Aaron and I both running games in what is typically the opening RPG slot time frame. Aaron continued his foray using M&M, with a game based on the show Miraculous: Tales of Ladybug & Cat Noir, called Miraculous-Less: Tales without Ladybug and Cat Noir, and I ran a game using Things From the Flood, Free League Publishing’s take on the 90s, titled The Shepherd’s Burden (Fun note: come back in November/December when we do our end of season one-shots if you’re interested in this one, I’ll be running it for our streaming audience).

Alex took over for us in both the afternoon and evening slots, running a game in his Titan City book universe at 2pm, titled Big Trouble in Little Moscow, and then at 7pm he finished the night off for USP with another foray into the Marvel-verse side of things with Sinister Six: Symbiosis, a villain based game (both games using M&M). Another good day in the books for running games. Happy gamers, happy GMs, even if we did need plenty of tea and sore throat drops.

Observation: The dealer hall was open today. More gamers out and about milling around, more games being run. It felt a little livelier, a little more like a regular Origins. Alex did have a fun little moment in his Sinister Six game; a player pulled the fire alarm at the Daily Bugle, and at that moment in the convention center, the fire alarm went off as well. An eerie occurrence to be sure.

Saturday:

Once again Aaron started off the USP day with another offering of his Disney game, this time in the opening slot at 8am (I should have gone down, he had some no shows after we couldn’t get in during registration, but it was just so hard to get up and go!). Alex took the afternoon slot with another of his Titan City book universe games, titled The Jordanow Mysteries at 2pm, and then he and I closed out the night, with him running a game based off the Mummy franchise (the Brendan Fraser films), titled The Lost Library at 7pm, and I ran a game based on the film The Rocketeer, titled Rocketeer Corp: Valley of the Red Gates, using the Hollow Earth Expedition ruleset, at 8pm (note to self: never again run a game that late; I was super tired after this one).

Observation: Saturday definitely felt the busiest at the convention, the dealer hall was bustling, saw a lot more people wandering around having a good time. Masking was enforced each day, though I rarely saw anyone not when they weren’t eating or drinking, and gamers seemed to have no issues complying with the rules or instructions of the con staff (we all know how bad it is to fail a Fortitude Saving Throw). For me, Saturday was shopping day at the dealer hall, with plenty of new board games picked up for play (some of which happened that afternoon, as I unfortunately had a no show for the only RPG I ended up with on my schedule).

Sunday:

Aaron was the last USP GM to run a game for the con, as he finished off the convention with another offering of his Miraculous-Less game. With that in the bag, we at USP had successfully completed our gamut of games for Origins Game Fair. All in all, USP GMs ran 12 games for the convention. We had a great time meeting all the new players we had, seeing familiar friends, and just putting out a new set of stories into the world. We’re already looking forward to next year, and we hope you’ll join us in early June when Origins happens in 2022!

Category: Blog, RPG Industry Updates

Origins Game Fair

September 2, 2021 //  by Andy

It’s almost that most wonderful time of the year, and no, I’m not talking about Christmas; I’m talking about the annual Origins Game Fair that happens in Columbus, Ohio. Due to all of the crazy stuff that’s happened this past year and a half, Origins has been pushed from its usual summer dates of early to mid June to the end of Sept/beginning of October this year. Those of us at USP local to Columbus usually find ourselves at the convention whenever it happens; it’s basically in our backyard as it were.

For those who don’t know, Origins is a gaming convention that spotlights all the hobby has to offer; TTRPG, Board Games, CCG, Miniatures, you name it, Origins likely has it. It’s not quite GenCon size (for which I am eternally thankful; the horror stories I’ve heard), so it has a bit more of that easy going feel. There’s a plethora of interesting games being run, a large indie gaming presence, different industry panels and a whole lot more. For myself, I’ve been going since 2008; what started as just a day trip on a Saturday has turned into a yearly gaming vacation. I started running games in 2016, starting with my Cartoon Universe Fate games. Up until then, I’d not done any public GMing for a number of years, not since I had stopped running 4th Edition Legend of the Five Rings at my local gaming shop. Being around so many unique ideas finally brought my creativity to the forefront and emboldend me to run my games at the convention. So far, it hasn’t disappointed.

The three A-migos (Aaron, Alex and myself) will all be running games at this year’s convention, as long as it still occurs in person (as of this blog everything is still a go). If you’d like to play in a game run by us, I’ve listed down the event numbers, game titles, system, type of game and date offered below by GM. We’d love to see you in person, and have you sit in at one of our tables.

Aaron

  • 7732 Farewell to the Magic Kingdom, Mutants and Masterminds, Disney-esque, Sept 30 12pm
  • 7740 Miraculous-Less: Tales without Ladybug and Cat Noir, Mutants and Masterminds, TV Tie-in, Oct 1 8am
  • 7742 Farewell to the Magic Kingdom, Mutants and Masterminds, Disney-esque, Oct 2 8am
  • 7748 Miraculous-Less: Tales without Ladybug and Cat Noir, Mutants and Masterminds, TV Tie-in, Oct 3 8am

Alex

  • 8828 Avengers: MODOK Family Reunion, Mutants and Masterminds, Marvel Superheroes, Sept 30 5pm
  • 8829 Titan City Chronicles: Big Trouble in Little Moscow, Mutants and Masterminds, Author’s World Supers, Oct 1 2pm (Find out more here)
  • 8830 Sinister Six: Symbiosis, Mutants and Masterminds, Marvel Supervillains, Oct 1 7pm
  • 8831 Titan City Chronicles: The Jordanow Mystery, Mutants and Masterminds, Author’s World Supers WWII, Oct 2 2pm (Find out more here)
  • 8832 The Mummy: The Lost Library, Mutants and Masterminds, Pulp Adventure, Oct 2 7pm

Andy

  • 8824 Shattered Spotlight, Mutants and Masterminds, Anime Superheroes, Sept 30 1pm
  • 8825 Warehouse 13: A Con to Remember, Savage Worlds: Adventurer’s Edition, TV Series Adventure, Sept 30 6pm
  • 8826 The Shepherd’s Burden, Things From the Flood, Alternate History Young Adult Adventure, Oct 1 8am
  • 8827 Rocketeer Corps: Valley of the Red Gates, Hollow Earth Expedition, Pulp Adventure, Oct 2 8pm

Registration for games opens September 12th at 1pm Eastern. Head to www.originsgamefair.com to sign-up for a badge and register for games. Happy gaming!

Category: RPG Industry Updates

Dealing with Writer’s Block

August 12, 2021 //  by Andy

Dealing with Writer’s Block

Writer’s block happens to the best of us (heck it happened to me as I was trying to figure out what to write for the blog!), and it comes in many different forms; from being unable to decide on a direction for you next session or even the start of a new storyline, to figuring out and giving life to your new character by way of their backstory. It’s definitely frustrating when you have so many ideas that just seem to be at the forefront of the mind and then unable to get them down (either digitally or on paper, for those of us who still need to physically write stuff down). So, for today’s post we’re going to talk about ways to identify and combat the dreaded writer’s block, or at least the steps that have helped me break it when it occurs.

First thing I usually do is identify the type of writer’s block I’m having. Here I’m talking about two different scenarios; analysis paralysis due to too many ideas or not being able to come up with any thoughts as they relate to what I’m working on. For me, my writer’s block usually comes from the first option; a myriad of ideas usually float around in my psyche and it can be really difficult to pull one out of the ether and focus on it long enough to go somewhere with it. The latter has happened to me also, but it’s far less frequent. Usually that one crops up when I’m not 100% sold on an idea or concept, almost as though my brain is telling me this isn’t worth the time and energy to write, as I’m not invested enough in the idea. Once I’ve identified the type of writer’s block, I’ll then try some exercises that have worked for me in the past to get the pen rolling. Try to identify your version of writer’s block in either of these two ways, and even if it doesn’t fit either scenario, you might still find some of the following exercises worthwhile to try.

  1. Movement
    This one came courtesy of my wonderful girlfriend Pita. As a yoga teacher, she’s studied the way that energy moves through the body and can get blocked at various points due to our everyday activities. As a lot of us have jobs (or hobbies!) where we sit for long hours at a time, that can keep the creative energy from being able to move properly. Think of it like a beaver dam stopping up the waterway; only a trickle of water gets through at any time, the rest tied up behind the dam itself. If we move, be that going for a walk (short or long, your preference), doing some yoga, dancing, etc., we give the body the ability to open up a bit more and let the creative energy move again. There’ve been plenty of times where I’ve been stuck on how to write a certain scenario or unable to see how to fit all the pieces of a session together where the act of getting up and moving for a bit has broken open the floodgates and gotten me to the answer I needed to be able to continue forward.
  2. Listing
    Here’s where the old pen and paper come in handy, at least for me. When I’m dealing with writer’s block that I associate with analysis paralysis, sometimes the best way for me to get beyond that is to just write all those ideas down. Doesn’t matter how goofy or silly they sound at the time of me putting them onto paper, the important piece is writing them all down so I can sort out exactly what’s been floating in my head. Once that’s done, I can review what I’ve got written down, see what ideas may relate and which ones are just on their own. The more ideas that relate to one another, the more the idea clicks into place until the writer’s block dwindles enough to let me continue moving forward.
  3. Engage in a Non-Writing Activity
    I know what you’re thinking, this one is in the same vein as #1. And you’d be partially correct. But the difference between that one and this one is I’m suggesting something that is potentially a bit more passive than movement. Putting down the pen/turning off the computer and taking time out to watch an episode of your favorite tv series or your favorite movie might inspire you to get beyond the block. You could also do this with a more active activity like playing a video game. By disengaging from the act of writing and doing something that doesn’t involve a high level of fixation can actually help spur the ideas to flow. Plus, if you’re watching something that relates to what you are writing, you may get a spark of insight or inspiration from that as well, effectively ending your writer’s block and giving you more material to work with.
  4. Put It Down
    Another one that sort of relates to ideas 1 and 3, but the idea of putting it down is more to step away from it completely. Don’t engage in activities relating to writing or the subject matter you’re trying to write about, don’t try to think your way out of the issue that’s plaguing you. Instead, doing chores around the house, running to the grocery store, calling a friend or family member just to talk (about everything not related to what you’re writing), or anything else you can think of. Giving your mind time to disengage gives it time to rest and reset. It’s not always good to be so hyper focused on the task, because that will cause stress and stress will just exacerbate the writer’s block.

These ideas are definitely not the only ways to deal with writer’s block, but they are ways that have helped me do so. Whether it’s writing a new scenario to run at a convention, prepping for a new session of a home game, planning a new campaign or just putting together a new character and backstory, writer’s block can hinder all of these activities. Being able to effectively deal with that block will help you get more out of the time you spend on these activities, and hopefully lead to more fun when the game comes around. Let me know in the comments if you have any other ways of combatting writer’s block.

Category: Game Theory

Lost In Transit

June 17, 2021 //  by Andy

Lost in Transit

“I thought you said this was going to be an easy job!” Minerva shouted at Liam over the cacophony of machine gun fire that dominated the night at the Titan City docks.

“Aye, ’twas supposed to be! Damn Ruskies musta got wind that me old crew was expecting a shipment tonight and decided ’twas theirs for the taking.” Liam said, glancing over the large crate that was providing the two of them cover. He jerked back quickly as a stray bullet tore through the top half, chewing on his cigar like a nervous tic. “Last time I trust James when he comes to me with a tip, boyo must be playing all sides of this to his own benefit. Whatever’s in that shipping container must be really important.”

Minerva shook her head. “It’s not what, it’s who, Liam. The Kelly Gang and the Russians have been escalating their little arms race lately, using their contacts in Europe to ‘help’ monsters make their way to Titan City, promising a better life, only to enslave them when they get here for their own purposes. Every shipment of these we stop helps those just looking for that better life.”

Liam adjusted the lapels of his suit, then gave her a knowing grin. “Aye, and that’s just what we’re gonna give ’em, once we get ’em out of here.” He looked down at his Tommy Gun, then back to her. “The usual?”

Popping her head up to survey the scene at the docks one more time to take note of the gangs’ positions, Minerva turned her head towards him and nodded. “Long as you’re sure your luck will hold out.”

Liam gave her a short laugh. “Y’know better ‘en I that even if luck were to run out, we’d still need to get this done, and we would.” He reached down and hefted his Tommy Gun to his shoulder, then took a big drag on his cigar, exhaling the smoke out. It coalesced around him, wrapping him in a dark gray cloud that seemed somehow less permeable than it let on. “On three?”

Getting her hands under the bottom of the crate next to the one providing them cover, Minerva nodded back towards Liam, tensing her body as she readied to heave the box into the middle of the firefight.

“THREE!”

The crate launched effortlessly into the air, powered by Minerva’s inhuman strength. It reached its apex, smashing into the crane towering over the docks, raining debris down upon both gangs. They stopped firing, scattering towards cover from the aerial assault. Night fell mostly silent around the docks, the staccato of multitudes of firearms traded in for one, as Liam stepped out from behind the crate. He took another drag on his cigar and smiled wide, raking his Tommy Gun back and forth towards both his former allies and their rivals.

Smoke roiled around him, enshrouding his form in a nebulous aura. As the gangs recovered from their initial shock and found cover where they could, they turned their attention towards him. Once again the night was filled with the clamor of gun fire. Liam disappeared into the maelstrom of bullets that tore through the night, his Tommy Gun barking out rounds of deadly fire.

Minerva’s sprint had already begun across the docks before Liam started his assault, her course heading straight towards the gangs’ intended prize. She reached the container just as the mobs turned their attention towards his distraction. Noting the lock, she ripped it and the attached chain off, then swung the door open just enough for her to step inside. She could feel the humidity in the air and took a quick breath. The air was fetid, but not from rot or decay; moreso the press of unwashed bodies kept in close proximity to one another. “I’m not here to hurt you.” she said, the magic inside her translating her words to the native tongue of whoever had called this cage home for the last few months. “I need to turn on a light before I get you out of here. Don’t be alarmed.” Reaching into her pocket, she pulled out a small stone that flared to life, bathing the area in a dim, almost ghostly light. Various faces stared back at her; green, gold and red scaled, slit pupils in their large eyes, shying away from this human who’d just entered their midst, unsure how she could speak their tongue. They looked vaguely like Naga, except their coloration was more vibrant.

“I know you don’t have any reason to trust me,” Minerva said, addressing everyone inside the container “But I can get you out of here, to the life you all came here for. You might have been led here by a falsehood, but if you come with me my friends and I can get you somewhere safe, somewhere where the men outside can’t get to you.” Her voice was steady and firm, her posture confident and sure. With her persuasive nature on full display, she saw an older male look at her and nod curtly, accepting her words as truth. The others took notice of this and nodded towards her as well.

Smiling, she worked her way to the back of the crate, to the curiosity of those gathered. Reaching the back of the crate, she jabbed a hand into the metal and wrenched it back like a can opener, the metal screeching as it contorted out of shape. Stepping through, Minerva motioned for the rest to follow her, and pointed towards a boat loosely moored at the dock. “My friends are on that boat and will help you get out of here, get you somewhere safe. Go, quickly.”

The elder nodded to her. “Thank you for your kindness.” he said, his voice low and melodic, with a hint of a lisp from the long tongue that slipped from his lips as he pronounced the s. Motioning for the rest of the group to follow him, he then took off across the dock in the direction Minerva indicated.

Minerva kept watch as the refugees streamed out of the container and towards the boat. She saw Eric and Sarina pop out from their hiding spots as the first of the group made it; Sarina hurrying them onto the boat while Eric got the motor going. A cry from behind her caught her attention; she spun, seeing a male helping a female stand up after stumbling, almost falling. She seemed to be clutching a large bundle tightly to her chest, desperately trying to keep it from slipping out of her grasp but failing. Minerva rushed over to help, kneeling down to catch it before it could hit the ground. It was then she noticed it was an egg, bound in soft fabrics. The female glared at her, hate seeming to cloud her vision before the gold scales around her eyes softened. “Thank you.” she said, as the male finished pulling her up to her feet, before they both recoiled slightly.

The steel barrel of a pistol pressed into the back of Minerva’s head, causing her to freeze. “That doesn’t belong to you,” the figure at the other end of the pistol said. “None of ’em do. Now stand up, nice ‘en slow, and hand the egg over like a good lass.” Minerva stood, slowly, keeping the egg cradled to her chest. She looked at the couple, portraying confidence, before turning around towards her assailant.

The man looked to be in his late 20s and solidly built. The fedora on his head and the lack of much ambient light kept Minerva from seeing his eyes, but she saw the leering grin on his face. “Looks like the rumors were true; little vixen running around the city helping out the monsters. Hand over the egg, and the rest of our property, and I might be inclined to let you go.” he said, keeping the gun pointed at her head.

“I highly doubt your boss would approve of that.” Minerva said, her eyes scanning the crates behind him, checking for Liam, but she only saw a couple of wounded Kelly Gang members making their way to their boss.

“Surely right, but as long as I get what the boss wants, he doesn’t need to know. Can’t have him knowing me and the boys weren’t able to protect his shipment from a couple would-be ‘heroes’.” The man sneered and looked back towards his men. “Now, the egg, and be quick about it. Then the boys and I take the rest of ’em, and you get to live. Any funny business, and, well, you don’t.”

Minerva sighed, forcing the air out of nonexistent lungs, and slowly made to hand the egg over. At that moment, she saw a cloud of smoke appear on one of the crates. “Craddoc, you bastard!” Liam shouted, firing his Tommy Gun at the feet of the three Kelly Gang members. As the gunman, Craddoc, Minerva assumed, turned to get a look at this new assailant, she quickly tucked the egg under her left arm and swung a haymaker with her right. Her fist connected with Craddoc’s jaw, the inhuman strength sending him flying backwards towards Liam’s location. The other Kelly Gang members ran for cover, leaving Minerva free to escape. She grabbed the female’s hand and took off, pulling the pair towards the boat.

As they reached the boat, Minerva handed the egg back to the female, who grasped it tightly. The male embraced her and the egg, then looked towards the boat. Sarina reached out a hand to help the pair onto the boat, then helped Minerva on, as she was looking back towards the firefight, which had died down considerably. “He’ll be along.” she said, before reaching out to hold Minerva’s hand, giving it a squeeze. Sure enough, a flare of a match soon caught Minerva’s eye, and Liam stepped out of the smoke, raising a new cigar to his lips. He eyed her with a look. “What, didn’t think I’d make it ou’ a that lil’ scrape?”

Minerva smiled and offered him her hand. “Didn’t doubt it for a second, Lucky Liam.”

Category: Blog, Vignettes

Reading the Room, or the Table for That Matter

May 27, 2021 //  by Andy

Today’s the day, it’s the start of your new campaign. You held your session 0, got all the players together and ran them through creating a group ready to embark on the adventures you’re about to set in front of them. And then, an hour or two into the campaign, there’s no enthusiasm, no buying in for the plot hooks. The players look disinterested, the characters aren’t meshing like everyone thought, it seems to be a train wreck. Have you had this happen before? Or something similar, like something tragic happens and your players suddenly dislike the way the game is going? Are you ready to handle this if it occurs?

Hopefully the above won’t happen in your home game, but being prepared for it is something a GM should always be ready for, and one of the ways to be ready for it is to know your players pretty well. Or, maybe a bit more specific, know the type of experience that your players are looking to have with the game you are running. Are they looking for those big gorram hero moments? Are they more into smashing and bashing their way through with little in the way of dialogue with each other? How do they feel about failure in a game? What does failure mean to them?

I bring this up because recently I realized something about myself as a player; I don’t really like the “no win” scenario, or at least the very low chance of successfully defying the odds that were stacked against you. While it hit me just recently for TTRPGs, I’d known about it for longer as it came to board games. If you’re familiar at all with a game called Shadows Over Camelot, you know that the game is one that you just are not going to win all the time. Truth be told, you aren’t likely to win all that often when playing that game. Not only is the “enemy” given an advantage against you to start with, there is also a traitor mechanic where one of the players at the table is out to sabotage the rest of the group from achieving their goals. Please note, I am not trying to knock the game at all. It’s wonderfully designed and can be fun to play.

For me though, knowing that the game is slanted against the players, and that someone within the group is working against the rest of the party rankles me, even though I know it’s a mechanic of the game. So for me, I’ll likely tend to avoid games where this is the norm; games that the players are meant to get so far but ultimately fail, or where the mechanics lend themselves to the party turning on each other in a quest for personal power (or various other reasons). If I know the GM, and know how they run their games, I may be open to it. I’m just less likely to sit myself at a convention table with someone I don’t know for a system that is known for these types of scenarios.

Returning to the overall topic of the blog, this type of knowledge about your players will help immensely in the long run of planning out your campaigns. You’ll know what excites them the most about a game, and some of the more negative actions that you, at the very least, want to lean on less heavily within a game. I would never say to throw out all the mechanics that players say they dislike, because you want to have enough tools in your GM belt to keep the players on their toes, involved, and enrapt in the story you and they are weaving collaboratively. You just want to be aware of what the players are looking for at the onset of the game, and then check in with them periodically throughout the story to see how things are going. Keep an eye on your players at the table as you introduce plot points or mechanics that they might have issues with, and gauge how they are doing with it. Set up some time to talk with them after the session or the next day, to see how they felt about things. Communication is key in this process to keep your players engaged in the game, and to keep everyone having a good time.

You might ask, what about a convention game, where you won’t know the players before hand? Or you might not know the GM for a game that sounds interesting that you want to play in? For running the convention game, you may want to make sure players are aware of what the session will entail at the onset, see if anyone has any trouble with it. For joining a game with a GM you’ve never played with in a game that maybe has some elements you’re not sure about, you’ll have to know yourself well enough to try something a bit outside your comfort zone. Be willing to communicate with the players and the GM, and make use of any safety tools (like the X Card or similar tools) if things go in a way you don’t like. Gaming should be fun for everyone, it can just take a little extra communication to get there.

Category: Game Theory

Stepping outside your normal RPG, or How I embraced the games not titled D&D

May 6, 2021 //  by Andy

I’ll admit it; the TTRPG that got me into this whole mess was D&D. 3rd edition, right as it was transitioning to 3.5, or thereabouts. And for the longest time, that was the only game I knew. It was what my high school friends were playing, and what we would do when we got together after school or on weekends to play. But one day, after we’d added some more people to the group, we tried a new game, Legend of the Five Rings. I remember the run didn’t last really long; we had trouble meeting up with the whole group, personal issues cropped up, usual teenage stuff. But I remember being really glad we’d tried something different, even if, for the next eleven years or so, it was pretty much only D&D as my main game.

This isn’t our collection, but it could be.

Past those college years and into young adulthood, I learned about the Origins Game Fair. Kind of late to the party, as it had been in my home state for ages at this point, and even then my first time going was spent in the board game room. I did however get an event book that detailed all the different games that were being run at the convention, and I saw a lot more TTRPG systems on there than I knew existed. At that moment, I resolved that, the next Origins, I was going to come for more of the convention and experience more of those games.

So, a year later, and with a lot more knowledge about what the convention was and how to sign up for it, I spent HOURS sorting and resorting the excel spreadsheet listing out all the events that were being offered. I knew I wanted to make this trip one of new experiences, so the first thing I did was filter out all the D&D games. Even though the GMs and scenarios would be new to me, I knew the rules, and I wanted something more than that. So, locking those games out, I started my search. I settled on just a few RPGs for the days I was going to be there, sparsed in with some board games for good measure. Savage Worlds, Star Wars Saga Edition, Scion, Mutants & Masterminds and Champions all made the cut that year (why yes, I do have a spreadsheet with events I picked out for every year, thank you very much). The scenario descriptions drew me in; I was excited, if not a bit nervous, to be going to play with people I didn’t know game systems that I didn’t know. I was worried that not knowing the system could make me feel left out at the table, unsure of what I could actually do or how best to work my character within the rules. Those fears were unfounded, I am very happy to say. I sat at some wonderful tables where the players and the GMs were welcoming of people that didn’t know the game, and were willing to teach enough of it to get through a four hour session with just a bit of work spent up front to get me up to speed. Here was the other thing too; it wasn’t just me sitting at these tables not knowing the systems. It was true for some of the other players as well. And we all had a great time learning the game with each other.

And thus my Origins habit began; I’ve been to each convention since 2009 (except 2020, stupid pandemic). And each year, I have gone with the intent and purpose to try out one or more new RPG each year. That was relatively easy, at first, because I hadn’t experienced too many, but as time went on the offerings of systems I hadn’t tried started to dwindle. I still persist though, every year, to find that new system, that scenario that sounds really fun, and try it out. I’ve learned a lot of new systems because of this, if only at a functional, play a game for 4 hours level. New mechanics, new ways of looking at scenarios rounded me out as a role player, gave me the creative spark to put my hand back in the GM ring, not just for home games but for the convention as well. It was as if I’d unlocked a new level of myself as a TTRPGer that I didn’t know existed.

At this point you might be asking what the point of this all is? I promise you I’m not just reminiscing of games past. I’m illustrating a case in which I was only aware of, or at least had spent the majority of my roleplaying time, in one specific system. And that by branching out, I was able to broaden my views, spread my proverbial wings and take to the skies. And while this might not be the path for everyone, it was the path for me.

I’ll leave you with this, dear reader. If D&D has been your main RPG, even through it’s many iterations, take a chance the next time you get to go to a convention, or the next time your campaign ends, to try out a new system. If you like superheroes, several systems like Mutants & Masterminds or Champions can make you feel like an Avenger or a member of the Justice League. If you want to try your hand at an Indiana Jones or Lara Croft type of game, look for systems like Hollow Earth Expedition or Savage Worlds. Want to head into space and all its perils? The Expanse or Traveler systems might work for you there. The options are out there, if you want them.

If not, I think there’s likely to be a 5E version of any of the above options as well.

Category: Game Theory

The Letter

April 26, 2021 //  by Andy

The din of Club Tartarus could barely be heard behind the heavy oak door that led to Minerva Vantner’s office; a heavy drumbeat accompanied by the amplified sounds of guitar strings being strummed, the vocalist almost screaming the song’s lyrics. Tonight’s lead singer was female, she could tell, though what future she came from that made her so angry, Minerva didn’t know. To tell the truth, she could feel some of herself, her old self at least, in the angry harmonics, yearning for something more than what she was given.

She sat behind her desk, her outbox full of papers and manila folders, the inbox much the same. Pictures of monsters living in Titan City poked out of some of them, offering a brief look at the work she had taken on. For now though, her eyes slipped back to the blank slip of paper in front of her, the ink pen set next to it. Through force of will, she huffed out a sigh, not actually needing the breath of air she’d taken to make it. Picking up the pen again, she began to write, fervently at first, almost in time with the drum beat coming from the club proper, the page filling up with ink made of emotions and memories. Suddenly she paused, the pen quivering in her fingers as though continuing would condemn her very soul to some horrific fate based on the words she had written if she finished her thoughts. In frustration she threw the pen across the room, the point sticking into the wooden door frame like a dart, and crumpled the paper into a ball inside her hands. Hands that were suddenly much larger and less human looking than before, the clay of her golem skin becoming more pronounced as she lost her temper. She tossed the wad over to her waste bin, and it bounced out as it landed on a mountain of other similar ink stained lumps of paper, her arms now trembling as she fought to regain control of her form.

A deft knock at the door and the slight rustling of the blinds on it were all the notice she got before Sarina stood in front of her desk, two drinks held in her right hand. She stared down at Minerva, her indigo eyes highlighted by the fierce makeup she wore this evening, a slight smirk on her ruby lips, hinting at the fangs concealed within. Her outfit accentuated her pale skin; an emerald green silk blouse with the top few buttons undone, a loose skinny black tie draped around the collar, the knot sitting just below her clavicle, and a pair of dark work slacks that clung tightly to her hips. “Eric thought you might need one of these,” she said, placing the drink on the desk in front of her, her hand brushing the envelope as she pulled it back, lifting her own drink to her lips with the other.

“I thought you were still working your shift,” Minerva said, eyeing the drink as she tried to will her arms and hands back into her preferred form.

“I am,” Sarina answered, her eyes never leaving Minerva’s. “Eric told me to take my break, then handed these to me and gestured up here. We haven’t seen you out among the patrons for days; I think he misses seeing you out there. I know I do.”

Again Minerva forced the air through non-existent lungs in a sigh. “I’m sorry, it’s just, we’ve had a lot of new people wanting to get registered within the city, monsters willing to live among the humans, or at least, to try to. I’m trying to do my best to help all of them get the best start. There’s enough fear and hatred out there that any help they get could be crucial to their well being.”

Sarina shook her head, her black curls gleaming purple in the office lights. “Dear heart, that’s not the only reason you’ve locked yourself up in here. You haven’t finished the letter to your family yet, have you?”

Her shoulders slumped reflexively, and Minerva reached for the drink, arms still shaking just a bit. “No, it’s been more… challenging than I thought.” She gestured at the waste bin with the hand holding her drink, then pulled it back and took a sip, wincing at the bite of it.

Making her way around the mahogany desk, Sarina put her hand over Minerva’s as she sat on the desktop. “I can see that. Anything I can help with?”

Minerva flipped her covered hand so she could hold hers, then gave it a squeeze. “I don’t know. I’m torn; how do I tell them I’m not really dead, that I’ve been alive, in a sense, since that night, just different from before? And is it right for me to do so now, after all this time has passed and they’ve moved on? They’ve dealt with their grief and feelings of loss, and been able to move forward with their lives. Would it be better to just let them believe what has been their reality, rather than selfishly pierce that veil?”

A loving smile graced Sarina’s lips as she squeezed Minerva’s hand back. “Dear heart, I think you’re allowed selfish desires from time to time. It’s what makes us human. Well, not human, but human? You know what I mean.” She glanced at the mountain of wadded up paper in the waste bin, and grabbed a fresh sheet from her desk before producing the ink pen Minerva had darted into the doorframe with a flourish. “I think what you need is to get your feelings out, to write down all the words you want to say to them, all the things you love and miss about them. Once you do, you’ll know whether or not it’s best to send this or just frame it to remind you of them. But not now. Now, you are accompanying me down to the floor before my break is over. It’s my turn to be selfish, and I would like a dance with you this evening. And I’m not taking no for an answer.” she said as she slid off the desk and onto Minerva’s lap, causing her to blush.

“I think that’s fair,” Minerva answered back, leaning in for a kiss before helping Sarina off her lap. “A little change of scenery might help me figure out just what it is I’m trying to say.”

Sarina led the way, opening the door and letting the sounds of Club Tartarus be heard a bit more clearly. The band had shifted away from their heavier tone of earlier, opting to instead play something a little more relaxed, a song not so much about loss but about love. And as the two women made their way down to the dance floor, the wad of paper last flung towards the waste bin was enveloped in a purple glow, and moved back down onto the desk, no wrinkles or creases to be found on it. In a dark corner booth, a man surrounded by historical figures touched the bridge of his sunglasses. “I believe you were very close with this, Minerva. Let’s give you a second look at it,” Mr. Powers thought to himself, before turning to answer a question of one of his guests.

Category: Blog, Vignettes

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