I set out through the sleet to Revelation once again. Despite the sleet, it was a slightly quicker drive than usual, and I had time for a sit down before meeting up for the now traditional restaurant outing.
This time we were making a return visit to the local Italian restaurant, Mama Mia Pepe, whose owner is rapidly getting to know us. I was worried we might have to find somewhere a little less romantic this close to Valentine's Day, but he found us space. The other customers looked a little surprised when a party of eleven walked in.
Game 1: Monster of the Week
I decided to kick things off with more K-pop Demon Hunters, since I've had so much fun running it at previous conventions.
Sadly one of the signed up players was ill and couldn't make it, so this band ended up as a three-piece. The Misfits were a girl band, and followed the current popular trend of naming their band using English words that can't be directly written in Hangul. My pronunciation of 미스피츠 resulted in their band merch including a tie-in miso pizza as well as their own ramyeon.
The girls gave a solid performance at the finals of Busan's Got Talent but a disastrous fan meet made for a tricky time dealing with the demon incursion. Nevertheless they got it together, managed not to burn down any buildings, and with the aid of some free tickets to their park show, saved the Honmoon.
Great players, a great game that keeps on bringing out fun new expansions, and a great start to the weekend.
Game 2: Pasión de las Pasiones
My knowledge of telenovelas is limited to watching several episodes of Telenovelas Are Hell. So I wasn't sure if I really had it in me to play it. But this wasn't just any telenovela. This was The Rise and Fall of Sanctuary Moon!
By the end of this game, I was seriously questioning Murderbot's taste in media. Actually I was questioning it by the time we'd had the dramatic reading of the theme music at the start. But I digress.
This is the in-universe show from the Murderbot Diaries books, and the TV adaptation went a step further and actually showed us clips from the show. Thus providing a cast of characters that the GM mapped onto the playbooks. I picked up Nav Bot, a pure hearted navigation unit initially in love with the Captain, which lasted until shortly after he declared his love for Terraforming Surveyor Frost, and she ended up falling for Jan-Bot, a lowly cleaning robot, until Jan-Bot's untimely destruction at the hands of a sec unit, after which she finally found love with the colony solicitor.
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| Nav Bot 337 Alt 66 |
Which in no way expresses the absolute absurdity of this game as we discovered secret brothers, secret body doubles, secret constructs and secret clones. I heard later the GM was as confused about what was going on as we were, but nevertheless guided us through every new revelation until the season finale when the captain died in Frost's arms.
This was a double slot game, which was a great choice, giving us the opportunity to properly set up the opening scenario while providing plenty of time to get into things. The GM did a phenomenal job prepping for this, with standees with the character introductions and fully customised character sheets. If this was offered at LongCon I would absolutely sign up for a full weekend.
Game 3: Kult: Divinity Lost
I don't often run Gated at conventions, because it's too long even for a four hour slot, but with plenty of space in the schedule on Sunday, I decided to pitch it as a two-parter.
This one features four people, all moving into a condo in a gated community. I generally include a question on my Kult character sheets to allow a bit of personalisation. One character in this one is asked what job they're got in their new home, and the player picked Home Owner's Association entertainment coordinator. Which was lovely, because as the gated community concept might suggest, the HOA plays quite a significant role in the scenario.I was particularly impressed by the players, as in all the times I've run this, no other group has hit on the idea of using their cars during the first encounter. Which meant I had to improvise a bit more than usual but apparently I wrote the scenario well enough that going this far off script was not an issue.
Not for the first time, Christmas lights and lawn flamingos were deployed in the final confrontation.
Thanks to the challenges of scheduling different length games, I had one player who only played the first part, having to go and run his own game in the afternoon. So I gave him the one character in this who is often very low on stability by the end of part 1, and the character spent most of the second half either sedated or doing origami.
Kult is 100% a horror game, but exactly what type of horror game it is does somewhat depend on the players as well as the scenario. This is one that can go proper dark, but can also be a lot more investigative, and with the players I had, I wasn't surprised that it ended up being an overall more optimistic run. Of course, the 'good' ending in Kult is the one where you all get shoved neatly back into your prison, never to see reality again.
Reflections
I gave myself some suggestions last time so let's see if I actually followed them...
- I probably shouldn't run three games? Well, technically I only ran two, but given that one of them was double length, I'm not sure that actually counts as being less enthusiastic.
- I did manage to be GMing something energising in slot 5 so I didn't start flagging too early, so points to me there.
- Better breakfast choices were made, partly due to the Garrison's new menu. With the banana pancakes responsible for past sugar crashes now gone, I went for eggs florentine, a nice vegetarian meal with actual vegetables, which set me up much better for the day.
So 2/3 overall, not too bad. I was still absolutely exhausted when I got home. Totally worth it.




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