Flashback to Thursday (Day 1)
If you missed Part one, you can find it here.
In writing this blog, I realized I left out one of the things we did on Thursday, and that was to attend the Margaret Weis and Tracy Hickman Dragonlance 40th Anniversary Panel. I ended up getting there about 1/2 way through it (which meant I needed to pick up my copy of the book at the booth rather than at the panel, but luckily that process was smooth enough), but I was still able to listen to them talk about about the journey to this point… though, every time they said 40 years I felt a little bit older. Chronicles were some of the very first novels I read once I discovered the joy in reading. In many ways Dragonlance was more of a gateway to roleplaying than anything else I’d done, enabling me to see exactly what it meant and how these numbers and names on a few sheets of paper could be transformed into living/breathing characters. A process I still try to employ in my writings.
We all went into the panel thinking this was the last ride for the duo of authors within this world, so imagine our surprise when later that day it was revealed they’d be writing in Dragonlance once more, this time going way back in time to Huma.
I haven’t started in on the new trilogy yet, but now that this 3rd book is in my hands it is next on the reading list!
Friday (Day 2 cont.)
Old Gods of Appalachia
We pick up with my favorite session of the weekend. Horror games are not something I get a lot of opportunity to play overall. In my experience they seem to lend themselves more to shorter campaigns (stories), or perhaps it is just I’ve only been a part of a handful that have lasted longer than a few sessions. Whenever these sessions open up, I’m excited to see what opportunities they might provide.
The other thing I’ve definitely noticed about any horror or horror adjacent game is you have to have buy in from the players. And by that I mean you need to all be on the same page as to whether you are going to take it seriously or if you are going to effectively do a version of Scary Movie (or insert your Horror B-movie of your choice). We were lucky on Friday night (plus the best horror games are done at night, right?) where we had an excellent GM. His ability to set a scene and weave the right amount of tension throughout the session really made for an excellent experience. And all six of the players were pretty much bought in on the story. While there were definitely a few moments of laughter, it did exactly what you wanted it to do, give you a tiny pause from the impending doom that certainly awaited you.
We played the adventure “Best Leave Them Ghosts Alone” and without giving any spoilers, I felt like it had room within it for everyone to have a moment to shine. The story had some combat but also allowed for the roleplaying moments I really appreciate during these gaming weekends. After the game we spoke with the GM for a maybe twenty minutes and looked at the various products Monte Cooke had to offer. I thought about buying the book, then thought I shouldn’t, then we left the room… only for me to get about 10 feet and say f- it, and go back and buy it. I’m looking forward to reading through it and maybe get one of those short campaigns going at some point.
Saturday (Day 3)
13th Age
I was listening to the podcast Reading D&D Aloud when I heard Rob Heinsoo, co-designer on the 13th Age RPG. They had just finished up their Kickstarter for the 2nd edition, and in discussing the system he mentioned something called a Escalation Die, where every round it increased by 1 and added to your To Hit rolls in an effort to both end combat a little quicker and increase the ability of the heroes to potentially win the fight. I’d never heard of such a thing, and it made me wonder about the system in general.
Saturday, as originally planned, had a lot of free time with Daggerheart being the only game we’d secured to start. When I mentioned this to Egg, he said he might be able to get us a game of 13th Age through some of his media side contacts. Sure enough, we secured a two hour session… with Rob Heinsoo!
Normally with two hour sessions you get pregenrated characters, but Rob wanted us to see a bit of the character creation, so while the abilities and powers had been listed out on the character sheet – the “cool stuff” was coming up with our “One Unique Thing”. Basically, 13th Age has you come up with something extremely special about your character, and in theory, it could be anything you’d like. Anything is a large box to figure out, so Rob gave a couple of examples (which I wish I could remember them all), but the one that told me you could dream big was:
I am a former god who has fallen from the patheon.
I mean, you can’t get much bigger than being a god.
So we went at coming up with our Unique thing. Egg had his bard whose instruments were from skinned trolls (so the playing kept them from fully regenerating). Lee had a Draconian whose claws were his weapons. And I was playing an Elf Ranger…
As an aside, I’ve thought about Elves in our roleplaying games. Here are beings who are effectively immortal. And I always wonder how they could possibly live so many lifetimes without going mad from the pain and loss of loved ones. From the sheer amount of memories weighing them down. In my mind, I’ve thought it might be cool if every 100 years or so you must return to your homeland and have a Renewal Ritual performed that would excise some of those memories from you. It might not be a complete mind wipe, but by reducing some of your experiences, it would let your mind reorder itself.
In that vein, I said my Elf had forgone such a Renewal and now suffered from swiss cheese brain. All those memories are in there, but they come and go as they pleas making it so there would definitely be a lot to roleplay if this was an ongoing campaign.
Rob listened to each of our Uniques and you could see his mind racing to find threads to potentially use as well. Even though this was a 2 hour session, I felt like he’d have come up with a full campaign based on some of those ideas.
The actual play was a brief encounter where we fought some wannabe dwarves and got to experience 13th Age a bit. Given the lineage to D&D we had a leg up on much of the terminology, but it was still interesting to see how things like the Escalation Die worked. I liked that even if you missed in an attack, you still did some damage (3 for my character). Having damage be more based on your level and not on whether you had a Longsword or Short Sword worked well – one less thing to track, I think.
Rob Heinsoo has such an exuberance for the material (and for roleplaying in general) you couldn’t help but be sucked in by him. I’m a bit envious of any of those who get to have him as their GM for that reason. I’d like to thank him for taking the time to do the session with us, and show us a little bit about the game itself. They are still finishing up the 2nd edition (but you can still pledge here), but I’m super interested in seeing how it turns out.
Deadpool Roleplays the Marvel Universe
I still remember the good old days where if you played Marvel then there was a huge chart that needed referencing. This session had no huge chart… so I guess we need to figure out how to play this game?
Another 2 hour session, but there were a couple of roleplaying style opportunities within but mostly focused on the combat systems. Which appeared to work… fine. I did like that you roll 3 6-sided dice with two white and one red. The Red one has a MARVEL logo as the 1, but if you roll that it acts as a 6 and a Fantastic (critical) on which many of your powers and abilities do something extra with. I played Winter Soldier, so mostly it was a damage enhancer. Damage also keyed off whatever number was on the red dice.
There were really 2 “bad” things for this scenario:
The first was the example characters were Miles Morales, Daredevil, Luke Cage, Winter Soldier, Annabelle Riggs… who? Egg had her as his character and asked me (the comic guy) if I knew anything about her. We later figure out she has about 25 total appearances before this, and I have read a total of ZERO.
Look, in the main game if you want to stat out the lesser known characters – great, go to it. But at a convention, we should really focus on name recognition first.
The second “bad” was the character of Dagger (which Lee had). Her powers affect an ability stat called FOCUS, which is what you draw on to use your super powers. However, in this scenario we are going up against Gun Thugs and Taskmaster, who are melee types… which meant her powers weren’t going to do very much at all. Again, in a longer session/campaign, someone who can make it so the villain can’t use their powers because it has been depleted makes a ton of sense, but in this environment it was more of a feel bad.
Overall I thought the system worked well enough and would actually love to go through character creation just to see how that worked.
Daggerheart
Which brings us to the last game of the night and the trip. This is the Critical Role system which is still in a Beta (if I understood correctly) so this version may be vastly different when it is released in 2025.
I mentioned that sometimes the players and the GM mess really well at a convention and the game takes on a really good flare of its own. For me, this was another example of it. I think this was fostered as well by the fact that while we had the combat moments, we probably had a bunch of moments which allowed us all to focus on roleplaying. In fact, I made a decision that had I known how long the scene was going to last, I might have not done it.
My character was a Cat person, ranger type (a lot of that going around on Saturday for me apparently). Another of the party was a more grizzled veteran. After our first battle, someone asked him for pointers for the dinner we were going to have and he gave a couple of nice answers… so I said – “Remember the scene in Jaws where the kid mimics his dad while they are at the dinner table… that’s going to be me at this meal”. However, I’m not used to playing in person, being an online player these days, but then it occurred to me – I could just act it out.
So I did. The other side of the table noticed it immediately (the person I was copying sat to my left), but soon enough he not only realized what I was doing, he started f-ing with me. Dangling his arms, crossing them in weird ways, and placing them on the table in random ways. I was having fun, Egg snapped a picture of us at one point, and it was a good bit that really didn’t distract (too much) from the other players moments as well.
And the scene lasted for over an hour.
That’s a long time to keep up the bit. When we finally reached a scene change, I offered an apology to the guy “I hope I wasn’t annoying you.”
“Not at all. I appreciate your commitment to the bit.”
“Yeah, if I had realized I’d need to keep doing it for that long, I might have made a different choice!”
As to the system, there were things I liked and other things I’m not entirely sure of. Instead of a D20, you rolled 2d12s for skill and combat checks with one being a HOPE dice and the other being a FEAR dice. If you succeeded and the HOPE dice was higher, you accomplished your goal and got a HOPE point to spend on one of your abilities. It seems like another thing to track (and it is) but it also feels like something you’ll actually use a fair amount as opposed to Inspiration (which I never remember). Other things had to do with the damage/armor system which I think could be streamlined a little more. Egg’s character died toward the end of our adventure and it seemed like the rules did him no favors there.
Overall, I really liked the session. I liked aspects of the system. And the GM and players were great to play with. A win!
Sunday (Day 4)
Always a somber day no matter what convention you’re at. Some Sundays are a sort of sprint through the Dealer’s Hall in order to see the 4 or 5 rows that we’d somehow not managed to get over to during the weekend. This time was not one of those. Since most of our games started around 2PM, we actually had a good amount of time to make our way through the maze and see everything we wanted to see (a couple of times). After a final pass and couple of goodbyes, we made our way back south to Atlanta where I managed to walk in my front door at about midnight (much, much shorter drive on the way back).
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John McGuire is the writer of the sci-fi novel: The Echo Effect.
He is also the creator/author of the steampunk comic The Gilded Age. If you would like to purchase a copy, go here!
Click here to join John’s mailing list and receive preview chapters of upcoming novels, behind the scenes looks at new comics, and free short stories.
His other prose appears in The Dark That Follows, Hollow Empire, Tales from Vigilante City, Beyond the Gate, and Machina Obscurum – A Collection of Small Shadows.
He can also be found at www.johnrmcguire.com