Games I Got to Play This Year Part 2

Wrap-up

It’s an end of year wrap-up. Everyone’s doing one. Check out the last post for the campaigns I have been playing in the last few months. This one’s for the one-shots.

One-shots

  1. Pirate Borg – the link above will take you to my post mortem on this one shot. It was a great time, in all honesty. My first foray into running any kind of Borg, and I was pleasantly surprised by how easy and instinctive every part of it was, even the ship-combat, which was new to everyone at the table. If you are interested in pirates, light cosmic horror, or just gnarly old school gaming in an alternate history version of our own 18th century, you’ll enjoy Pirate Borg in all likelihood. By the way, I also did a character creation post on this one.
  2. Troika! – Whalgravaak’s Warehouse – Ok, look, full disclosure, this is supposed to be a list of one-shots but this is technically more like a really spread out short campaign where we get together to play a one-shot of the same game every once in a while when we can all afford the time. Know what I mean? Anyway, in the first one-shot of these two consecutive one-shots, the PCs found two different ways into this warehouse, abandoned by its wizardly owner centuries previous. After crawling this “dungeon” for a bit, they made friends with a thin mutant, and their monkeys got to play with the worm-headed hounds that lived in a nest in the warehouse somewhere. They made short work of the Cacogen they’d been sent to murder and we wrapped up the session. In the second one-shot in this series of one-shots, three of the band decided to continue to explore, making more friends, this time with a large cadre of mercenaries who had been sent to deal with some cultists. They then set fire to some rope, captured some minuscule soldiers in gremlin-jars and climbed a mountain of onions. This is the kind of nonsense the PCs get up to in games of Troika to be honest. This is standard. If this sounds too gonzo or weird, you are in the wrong place. The Eternal City of Troika is not for you. You should probably try somewhere more normal. From my point of view, and, I think, that of the players, if you lean into the bonkers aspects of the setting and you are willing to go along with the more outré elements of the system (the random initiative mechanic stands out) you will probably have a very good time with this game. It’s great for one shots. Or two shots if that’s your thing. Might turn into three shots, actually.
  3. Honey Heist – this was another one of Isaac’s games. He ran it on a night when another game fell through. It was very last minute but we were still able to get a crew together. Jude, Tom and I rolled up some friggin’ bears with criminal backgrounds and went to do a heist at the biggest honey convention in the UK, in the NEC in Birmingham. We tried to do a TED talk, we disguised ourselves as massive bees and we crashed a van. You know, typical bear stuff. Another absolute belter of a one-shot, this one. It’s the definitive one-page RPG by Grant Howitt of Spire and Heart fame. Isaac and Tom had picked up the printed form of a bunch of these one-pagers at UKGE and Isaac had been looking for the opportunity to run one of them. This game was obviously made to create wild swings as you use either you Bear or Criminal stat and try to avoid going too far on the bear side or too far on the criminal side. This forces you to take risks and do stupid things to drive the heist forward or, more likely, sideways. Tom did a brilliant write-up of the session on their blog here.
  4. B.D.S.M. Below Dwelling Sewer Mutants – Yet another game run by Isaac at short notice. It is a mutie-eat-mutie game by Neonrot and you can get it here. The premise is pretty straight-forward. You are a mutant. You are probably unpleasant in some way. At the start, you have a mutation that may or may not be useful in certain situations. You can progress and grow by eating other mutants to gain new mutations along the way. If you like that idea, you’re in for a treat. I think it is probably a game that works best in one-shot play. We had fun with it and I think most tables will.
  5. Cthulhu Dark – Roadhouse Feast – I went into quite a lot of detail on this one in the post I linked above so I won’t go through it all again. Suffice it to say, I really enjoyed running the Cthulhu Dark game for the first time. The scenario itself was great but, to me, it is the simplicity and the ingenuity of the system that really shone. If you are into cosmic horror games and you haven’t tried Cthulhu Dark, you should give it a chance.
  6. Liminal_ – I promised a report on how this one-shot went some time ago and here it is. We had four players (known as the Disoriented) for this one-shot plus me as the the Architect. As I thought we would, rather than have the players play themselves in this Liminal Back-Room nightmare, I had them use the character generation tables in Death Match Island. This worked really well to come up with some distinctive, memorable characters quickly and with no fuss. They started off all in the same public building. Since one of them was a district attorney, we agreed it should be a court house. One of the others was there as a witness in a case and the other two were, in an unlikely turn of events, cousins who had been called for jury duty on the same jury. That is pretty much by-the-by, although it did come up in conversation later. Thy all stepped into a room together and found themselves in a building of nightmares. Now, you have to roll up the rooms as they open the doors. There are a couple of d100 tables in the book that are crammed with inventive and horrific room descriptions. The first door they opened led into some sort of creepy, dank cave system; the next into a mouldering bowling alley that was was canted at a 45 degree angle; the next opened onto the abandoned bridge of a ship, rocking in a dreadful storm and with a trail of blood leading off through one of the other doors. I made a mistake at the very start, where I allowed the players to open a couple of doors and then decide which one they would go through. The rules state that, if you open a door, you have to go through it. This felt a little restrictive to me, in a role-playing game, but we proceeded in this way and the players were good sports about it. As we progressed, rolling on the Room and Entity tables, it felt as though, at times, they really wanted to see what the hell was going to come next. Isaac said afterwards, that it felt a lot less subtle than he had thought it would and I have to agree with that. When you think of liminal space horror, it often is just empty corridors and abandoned hotels and the like. Sometimes a strange entity might make an appearance, but it’s the spaces themselves that are supposed to be innately creepy. Some of these rooms we rolled up on the tables felt that way, like the corridor with missing persons posters of the PCs on the walls but a lot of them were straight-up horror like the one with nurse-entity (I think?) chopping a guy up on a slab (it was ok, he was into it!) Also, I think this is something I would be careful with: when you roll a random entity, they sometimes don’t seem to fit, thematically, with the room that you just rolled up. I think it is ok to re-roll if that happens. I didn’t do that and once or twice, felt like they collided awkwardly. Now, these are nitpicks, really. In general, we had a good time with this, the players loved playing their pretty normal characters in these horrific scenarios, just running blindly from threat to dreadful threat. We used both the regular room table and the guest room table (the entries here were written by some industry luminaries like Johan Nohr and Tim Hutchings.) One of the best things about that experience for me was that I was just as surprised, horrified and disgusted as the players were! One of the challenges then, of course, was that it was my job to quickly read, interpret and present the room to the players without taking too long, stumbling over the words, reading them too much or generally fucking up. Unfortunately, we didn’t quite make it to the end of their mad dash through the back-rooms. The PCs still have a few squares of fatigue to be filled in. Hopefully we’ll be able to pick that up and finish it off someday.
  7. Mothership – Moonbase Blues I wish this wasn’t in the one-shot pile but heigh-ho. Sometimes your GM moves away and leaves your characters stuck on a moonbase that is probably trying to kill them. I mean, there was someone or something there trying to kill us. I was under no illusions that we were likely to all die out there, I just wanted to know how. Anyway, the one session we had of this game was great. Full props to Joel, our GM, for putting so much time and effort into he prep for it. He had a series of recordings that he played for us at key moments, he had handouts and provided us with cheat-sheets. It was a great experience. Also, I loved playing my character that I created in the post I linked above, Victoria Ibanez, the Corps’ finest. I’d love to get to play her again. Mothership is a great system with compelling mechanics and one of the best character creation experiences out there. If you need any more convincing, you should go and check out Quinns’ review of it.

Conclusion

So, that’s it. Those are all the one-shots that I got to play in the last few months. I didn’t get to play many of the games I wanted to, but I sure did have fun not playing them. Next year, I am continuing the theme of not playing the games I listed in that post by starting the year off with a one-shot of After the Mind, the World Again, a Disco Elysium-inspired, GMful mystery game and, Dragon Age, which, I have at least discussed at length on this very blog here and here. Honestly, I think it was useful to set out goals for the games I wanted to play. I may not have gotten to play any of them if I hadn’t done that. So I will continue to write about things I want to experience on the blog and see what happens.

I will be posting more intermittently as we come into the holiday period now. I will be travelling to visit friends and family a lot and won’t always have the chance to post as regularly as I would like. So, in case this is the last post before the end of the year, I wish you the very happiest Winter Solstice/Hogswatch/Western New Year.

BTW

Here are links for where to buy each of these games:
Pirate Borg
Troika!
Honey Heist
BDSM
Cthulhu Dark
Liminal_
Mothership

Oh Mother!

Moonbase Blues

New member of the Tables and Tales crew, and experienced GM, Joel, is going to be holding our hands and releasing them when we reach the airlock, only to lock the door and start the cycle sequence while we batter our fists raw on the glass. He will watch us, impassive and seemingly unaware of our distress. Is that a hint of reptilian hunger in his eyes?
If this is how Moonbase Blues actually goes down, I’d honestly be ok with that.

Mothership character creation

Any excuse for a character creation post, eh?

Mothership has a very handy method of guiding the prospective victim through the process. The third paragraph in the Player’s Survival Guide tells you to turn to the sheet in the back of the book as it leads you through character creation. And, guess what? It does! All the instructions are right there on pages 5 and 6 as well though.

Our thoughtful and wise GM has also provided us a lovely form-fillable character sheet. That’s what I will be using tonight.

A screenshot of the Mothership Character Profile. It is a form-fillable character sheet, which also includes almost all the instructions you need to create a Mothership character.
A screenshot of the Mothership Character Profile. It is a form-fillable character sheet, which also includes almost all the instructions you need to create a Mothership character.

We are five-by-five. Let’s go.

Step 1 – Roll Stats

We have four stats: strength, speed, intellect and combat. For each one we will roll 2d10 and add 25. Just watch me fuck this up:

Strength: 31
Speed: 28
Intellect: 32
Combat: 36

It’s not a total shit-show but it’s not great. I only got one roll above ten and that was eleven.

Moving swiftly on to leave this debacle behind!

Step 2 – Roll Saves

You have three types of saves in this game: sanity, fear and body. I think they pretty much speak for themselves, no?
For the saves I am rolling 2d10 and adding 10.

Sanity: 21
Fear: 14
Body: 25

I feel like having a low fear save score in a horror game is a distinct and unfortunate disadvantage. I just have to remember to milk it for role-playing opportunities, I suppose.

Step 3 – Choose Class

I like the choice of Class you have here. They are the classic Alien archetypes after all:

Marine
Android
Scientist
Teamster

I very much like the description each one gets in the intro.

A screenshot of the "Step 3. Choose Your Class" table from the Mothership Player's Survival Guide. It shows the available classes, Marines, Androids, Scientists, Teamsters, and describes them.
A screenshot of the “Step 3. Choose Your Class” table from the Mothership Player’s Survival Guide. It shows the available classes, Marines, Androids, Scientists, Teamsters, and describes them.

I am leaning towards marine, mainly because my Fear save is so low and there is that crack about marines being a danger to everybody when they panic. Heh. This is why I like one-shots. No fucker is getting out alive.

Yeah, marine it is.

“How do I get outta this chicken-shit outfit?”

You actually do also get some mechanical effects through your choice of class, it’s not all planned panic and movie quotes.

A Marine gets:

  • +10 Combat
  • +10 Body Save
  • +20 Fear Save
  • +1 Max Wounds

Sounds good.
That makes my Combat now a more respectable 46, my Fear Save a 34 and my Body Save a 35.

Step 4 – Roll Health

Health is rolled with 1d10 and you add 10 to it. I’m sure this roll will go just fine.
It’s a 7! I genuinely expected so much worse.

Anyway, that makes it

Health: 17

So, the way it works is that, once you drop below zero health, you get a wound. Most people start with 2 max wounds before things start getting more permanent. Marines, as noted above, get 3 max wounds. Once you mark a wound, you reset your health to its max minus any damage that carried over.

Step 5 – Gain Stress

What? Already?
I start with 2 minimum.

Step 6 – Trauma Response

“They’re all around us, man…Jesus…They’re comin’ outta the goddamn walls!”

Yep, this is a fun bit of Mothership specific stuff here. The Marine’s trauma response is:

Whenever you panic, every close friendly player must make a Fear Save.

Just stay outta my way.

Step 7 – Note Class Skills and Choose Bonus Skills

So, my class skills as a marine are no big surprise. Military Training and Athletics.
My Bonus Skills, though, I get to choose one Expert Skill or two Trained Skills. There is a sort of skill tree that you can see in the screenshot of the character sheet above. To choose a skill you have to have at least one pre-requisite skill. In other words, if you don’t have an arrow coming out of your trained skill and into the skill you want, you can’t have that one.

I’m realising that Marines have a very narrow range of potential specialities here. But that’s ok, do you really need any more than Firearms and Hand-to-Hand Combat? Nope.
“Check it out. I am the ULTIMATE badass.”

Step 8 – Equipment, Loadout, Trinket and Patch

We have got some tables on page 7 of the Player’s Survival Guide. There is one for each class. I am going to roll on the Marine one with a d10 to see what shit I have.

A screenshot of the "Marine Loadouts" table from the Mothership Player's Survival Guide. It is a d10 table. Each entry has a different set of equipment for a marine character to start with.
A screenshot of the “Marine Loadouts” table from the Mothership Player’s Survival Guide. It is a d10 table. Each entry has a different set of equipment for a marine character to start with.

I rolled a 3. So this is what that gives me:
Standard Battle Dress (AP7 (that’s short for Armour Points, yw,)) Pulse Rifle (3 mags (that’s short for magazines)) and Infrared Goggles.

I’m quite happy with that.

On page 8, we have a d100 table of trinkets. Let’s see what I get.

That’s a 005.
Ok, this guy is a total jarhead. That’s a necklace of shell casings. Cool. Cool, cool, cool.

Page 9 has another d100 table, this time for your patch. And that is exactly what it sounds like. It’s a patch that is sewn into your clothes, somewhere.

I rolled a 72 which means I have a patch of a black widow spider. I’m beginning to feel a character coming on.

I am pretty sure this marine is super serious about the job, really does consider themself a badass and is weird about it. Collects spent bullet casings and makes jewellery out of them, has a patch of the black widow spider because they truly respect her ruthlessness. But they are faintly ridiculous to their fellow crew and anyone who meets them, probably.

I am going to roll up my starting Credits. It’s 2d10 multiplied by 10. Here we go:

I rolled a 3 so that’s 30 credits. Clearly this marine has spent too much money on bullet casing jewellery courses. Should not be in charge of their own finances.

Step 9 – Finishing touches

That means name and stuff.

She is Corporal Victoria Ibanez, she/her.

Despite all those Hudson quotes, I think this marine is more like Vasquez. She knows she is the greatest marine to grace the corps in all the years it has existed and she doesn’t mind letting people know.
She has two brothers and a girlfriend at home on Theseus IV. She keeps promising to send credits to them but she somehow never has any left at the end of the month.
Victoria is 28 years old. She has a shaved head but it shows ginger when it’s growing out. She is stocky and broad and sports a lot of scars that she tells everyone she got in combat.

Also, I have to mark a zero above High Score on my character sheet. That’s because this records the number of sessions your character has survived!

The final chacter profile for Corporal Victoria Ibanez, she/her, my Mothership PC. She has a relatively high Combat score, mostly quite low Saves and is specialised in Firearms and Hand-toHand Combat. She knows she is the greated marine in the corps.
The final chacter profile for Corporal Victoria Ibanez, she/her, my Mothership PC. She has a relatively high Combat score, mostly quite low Saves and is specialised in Firearms and Hand-to-Hand Combat. She knows she is the greatest marine in the corps.

So there we go, Victoria Ibanez, Corporal in the Marine Corps, all ‘round badass and potential cautionary tale. Can’t wait to start playing this PC at the table tomorrow night!

Games I Have Played So Far this Year, Part 2

Lists part 2.2

You will notice a trend in this list. More than half of them are Open Hearth one-shot games. I just joined the community in January of this year and I thought the best way to ease my way into it would be to sign up for a short game or two. So I started with Alien Dark. Not long after that another member in a similar timezone started posting one-shots of a bunch of games I wanted to try out, and that accounts for almost all the other Open Hearth one-shots listed below. I wasn’t new to Mörk Borg, admittedly, but it is usually a gritty good time and it was at a time that suited me so I joined up. Honestly, sometimes, that’s all the impetus you need.

Games I have played in so far this year

  • Root – The Nightmare Before Winterfest – Concluded Campaign. Root is the PBTA RPG of the board game where you play anthropomorphic denizens of the forest, traveling from Clearing to Clearing getting into trouble, making friends and enemies of various factions and having prolonged Christmas episodes. Good friend and esteemed character-actor, Thomas GMed this “festive” campaign for our little Tables and Tales gaming crew. The quotes are only partially ironic. It did start around Christmas but then it kept going right through Easter and out the other side! Don’t get me wrong, I’m not complaining. This campaign was a laugh. I got to play a German badger named Beagan, known to one and all in the Clearing of Lindor. Beagan and his companions busted open the people-in-the-chocolate mystery, demolished the local police station, repelled the siege of Lindor’s famous Winterfest market from the branches of its festive tree and unmasked Ebenmeowser Scrooge as the ultimate villain of the piece. Good times.

  • Remembrance – Open Hearth one-shot. Remembrance is a GMless story game designed by a fellow Open Hearth member and this was a play-test of it. All the characters start off as members of the Irish Republican Army during the Irish War of Independence, brothers in arms and valued friends too. But, as those who know about Irish history of the early twentieth century will be able to tell you, the War of Independence was followed quickly by the Irish Civil War. This was fought between those forces who wanted to accept independence for all but the six counties in the North of Ireland and those who would only accept freedom for all thirty-two counties. The three act structure of this one-shot was split between the time of fraternity in the first act, the tragic split into two opposing camps in the second act and a sort of epilogue, or maybe denouement in the third. The story we constructed over the space of three hours is something I won’t soon forget and an experience that stuck with me as an Irish person and someone who lives in those six counties.

  • Mörk Borg – Rot Black Sludge – Open Hearth one-shot. Open Hearth community member, Dom ran this one. This was actually the second time I had played through this scenario. The second time went significantly better than the first, partly because of the very limited time-slot we had to play it in, I think. Rather than stupidly investigating every bloody thing that was definitely a trap of some kind, we pressed on looking for the ultimate goal, finding some kid or something. My character was Joachim the Devoted, a Dead God’s Prophet, who, paradoxically, was a nihilist who insisted on telling everyone he was a nihilist. He survived this scenario despite being largely useless!

  • Mothership – Sandalphon and the Sleeping Angels – Open Hearth one-shot. The second one-shot I was a part of that was run by Dom. This was my first taste of Mothership. In this scenario, you dock with an asteroid/space station and try to discover what is going on there. Spoiler: it gets fucked up and scary pretty fast. The Mothership system is mostly based on d100 rolls and, if you are familiar with Call of Cthulhu at all, you will know that that means you fail, a lot. This leads to horror in a good way of course, setting up scenes of panic and fear as you face the increasingly unsettling and gross realities of the setting. Somehow, my character Burt Connery, ever-suffering Teamster from New York City survived this one too!

  • Cohors Cthulhu – Rude Awakening – Open Hearth one-shot. The third and final one-shot that Dom ran in the list. Cohors Cthulhu is a game that imagines Cthulhu type mysteries and scenarios set in the Roman Empire. Out of all of the one-shots we played this year, I found that this one possibly suited the format the least. It is definitely interesting as a game and a setting but is more designed for campaign play I think. Each character was pre-generated but a little too complex to really get to grips with over the course of a single three hour session. That being said, I enjoyed the speed run we did of this scenario where my character, Herodion the Schemer narrowly avoided being ritually sacrificed to an old god and had fun with the other players. I’d be interested to try the game in a longer form.

  • The Quiet Year – one-shot. This is an unusual game to put on this list really. It is not an RPG to be honest but it is RPG-adjacent. It is a map-making game that uses cards and lists of prompts to allow a group of players to design a settlement that is recovering from some sort of apocalypse or disaster. You have one year to do it and the game is split into four periods represented by the seasons represented by the suits in a pack of regular old playing cards. It was so interesting that each of the players around our table started to embody certain sections of the fledgeling community that had often conflicting priorities and ideas about how to build it. I enjoyed this as an exercise in understanding the difficulties in being one part of a community that is, ostensibly, working towards common goals where other factions have very different plans to you. It has conflict built in to it due to requirements for always having some level of scarcity of necessary resources and this can lead to some, surprisingly fraught interactions above the table. I have heard of a lot of people using this game to create the starting state of a setting for a new RPG and I love that idea.

So, that’s it for my list of games played so far this year. I am looking forward to adding a few more to this list in the coming months. I’ll probably do a post about that in fact. How about you? What games have you played/enjoyed this year?