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In-Person Gaming Got Weird (Again)

I went to my first major in-person convention this past weekend since 2020 and it was, as you might expect, really weird. But I got to run and play a lot of mostly new-to-me RPGs.

I attended Forge Midwest in Madison, WI back in April, but that’s a pretty small event. 30ish people maybe? Two rooms, five or six tables per room, not that full. The sort of event where you’ll meet everyone who attended and hang out with them more than once. This event, RinCon, is a big (for Arizona) regional gaming convention with hundreds of attendees. And because everything is weird and expensive now, they ran it in conjunction with the Tucson ComiCon, a truly massive event with attendance in the many thousands. I went down to the dealer floor a couple times and between the crowds and the costumes, I felt a little dissociated until I got out. We still have a long way toward normal.

Hotel Manhattans got the job done, tasty enough to keep my mouth happy and weak enough to not screw me up at 11pm.

Growing pains – and concerns about COVID exposure – aside, it was so nice to sit at tables with folks who were eager to dig into new games. My time was spent entirely at the Indie Arcade, a Games-on-Demand-like setup where folks stand up at the top of each slot and pitch games to folks who show up not knowing what would be on offer. There’s always a risk that nothing on offer will be appealing, but I’ve never seen anyone just shake their head and walk away. If they’re at the Arcade they’re there to try something.

I’ll dig into all these in more depth at some point but here’s a quick rundown of what I ran and played, and some initial impressions.

Nahual

This long-delayed Kickstarter by Miguel Angel Espinoza was worth the wait. In Nahual, you play shapeshifters with a direct lineage to a Pre-Columbian priesthood that was nearly wiped out by conquistadores. Those conquistadores brought with them literal angels, straight out of Christian mythology, invisible to non-nahuales and hungry for worship. Those angels largely wiped out the nahuales, but some survived. Now you, a poor Mexican, hunt and kill angels for their meat. And other byproducts. Waste not, want not I guess? It’s a very weird premise, based on the Operacion Bolivar graphic novel series by Edgar Clement. It works well as a holding environment. The characters all work together in a small business (taco truck, cantina, etc.) and they’re never not going to be poor Mexicans.

Yeah, it’s like that. A page from Operacion Bolivar for a taste of the angel-rendering business.

Nahual is Powered by the Apocalypse and is essentially a reframed werewolf story, only instead of wolves you have a connection with the spirits of an eagle, armadillo, jaguar and so on. Central American species, you see. But the rest of the structure is easy to grasp: you start out not being that good at shapeshifting, but you can risk pushing your transformation further than you’ve learned. The angel-hunting is traumatic and gross, but also you’re in a world that knows that angels are real. Rendered-angel products are a fine stand-in for the drug trade, which gives Nahual some Cartel (another game from Magpie) vibes. You’re not judged for doing difficult, traumatic labor.

In our game, an American crime lord operated under the cover of a predatory multi-level marketing business on the streets of Mexicali. He had his hooks into one of the characters’ NPC connections, having loaned the NPC money he knew they couldn’t pay back. Through play they discovered the MLM was selling angel-derived products (“wellness vapes”) for maximum addiction. So our nahuales all transformed into their respective half-human-half-spirit forms (a jaguar, an armadillo, and a snake) and busted a bit of their operation. We could have easily continued playing for many sessions just based on that bit.

As far as pure design goes, Nahual isn’t especially innovative. That’s a good thing, I think, given how weird the premise is. I ran a four hour session of the game with folks who were mostly old PbtA hands, and getting it up and running was a snap since the game doesn’t demand new skills. Unfortunately, I had old playbooks and move reference sheets from the playtest and not the latest text as it appeared in the rulebook. The game still worked well, but it was also fascinating to compare/contrast the texts and see where Espinoza made changes. In every case, I could see why a move got tweaked or described a bit differently. If you ever get the opportunity to play a game with both early and final rules, do it, if you’re interested in the design side of things.

Zombie World

I haven’t always loved Zombie World but I’ve got to say, I’ve developed a new appreciation for it as the best PbtA party game.

In case you don’t know: Zombie World is PbtA-derived but quite far away from Apocalypse World. You get three cards that describe your character and that’s it. Two of them (your secret past, and your secret trauma) are face-down until you choose to reveal them at a dramatic moment. The entirety of the game is run from decks of cards and some dry-erase boards. It is a tuned racecar of a game, designed to get you down the track of zombie survival horror as fast as humanly possible.

Behold! Most of a huge table of survivors.

I first ran Zombie World for a big table – eight players – as a lark last year. I didn’t have anything suitable on my board game shelf for an oversized game day crowd so, sure, let’s see what happens. It was a fantastic success. Everyone understands the genre, the characters are paper-thin but also evocative, and you can quickly run through little scenes of two or three characters at a time. Since then I’ve noodled a bit on big table best practices, and rolled those out for a table of seven at the convention. It was possibly even better than the first time, which honestly surprised me because we had some new folks. Despite needing to explain stuff about the underpinnings of moves and revelations we got a real solid slice of life among survivors hiding in an amusement park.

I have yet to attempt the game as a long-form small-group game! And I’m not sure I want to. Zombie World is in my party-RPG pile, along with Ghost Court (a silly romp) and Inheritance (not a romp, heavy and serious).

Night Reign

I was a player, not a facilitator, for this zine-sized game from Oli Jeffrey. I went in cold, with a pitch that sounded like a more-occult take on similar groundwork laid by Blades in the Dark. Characters belong to a secret underground rebellion composed of royalists after a good and noble king has been overthrown and now work under two secret identities. I like that bit, the idea that you’re actually having to keep it together on three different fronts. For example, I played an agent with public lives both as a backbench politician in the new parliament, and an enforcer for a crime boss.

Night Reign describes itself as “based on Trophy Dark,” which I’ll talk about a bit further down. Honestly can’t see the relationship, but the outline of the system is fairly solid. There are three card-based minigames, all variations on blackjack, depending on your character’s approach (stealth, guile or violence). Everyone’s got a selection of magic effects (devilry) they can invoke in play, but doing so may draw the attention of the god/spirit that provides that power.

Almost none of this maps to the rules!

After spending a couple hours trying to decode the rules, I think the game could have used another editing pass with fresh eyes. There are some unexplained things, the available character sheet doesn’t reflect the rules text, and there’s an economy of tokens representing Blades-style “heat” (chaos, maybe, I don’t remember) that we read as accumulating faster the fewer characters are in play. Which, honestly, makes no sense. The facilitator posted his thoughts in much more detail to Night Reign’s Itch.io page.

I’d be interested in reading the text myself but I trust our facilitator and I think it needs some TLC.

Torq

I’ve been trying to get this combination boardgame/freeform RPG to a table since the day the Kickstarter delivered. This game by Will Jobst is a psychedelic post-postapocalypse car-combat game, with packs of PC drivers traveling together between rest stops and dealing with whatever the road throws their way, then pulling back into a civilized space and playing out the stuff they do when they’re not driving. There are some pretty good tools for setting up a rest stop, and every driver has a to-do list in case you need inspiration setting up scenes.

Vroooooom! A couple huge vehicles vs a swarm of angry Waymos.

Torq itself is quite beautiful, filled with perplexing, interesting tables and little stubs of provocative text. It’s heavy on evocation and light on rules. For the freeform part I’m good with that: you end up with deeply weird rest stops (ours was a village buried under a desert of microplastics slowly fusing together under an ever-hotter sun) and the to-do things your drivers get are pleasantly straightforward. There’s a mode where you can instead play one of several bespoke premade characters, and that’s useful to read through because you end up with much stranger characters than if you just kind of Mad Max it up. One of the premade drivers is a seed collector, for example. The driver I rolled up using the game’s “arcade mode” drove a ridiculous jacked-up pickup with multiple truck nuts strung all over it; I described my driver looking like a conservative Tiktoker in wraparound shades. I was not unhappy when he burned to a crisp on the road.

The boardgame half, a GMless tactical game where the road war itself plays out, is quite abstract and pretty good … but it’s not as tight as the boardgame-iness would suggest. There’s a simple algorithm for deciding what the NPC vehicles do, but it’s underexplained. We quickly discovered that just ramming packs of semi-sentient robot cars will, big surprise, end up wrecking you as well! I think a bit of play would provide a set of best practices and rulings, assuming they stuck to it through some inevitable arguments.

Only got to play a couple hours of Torq but I’d very much like to see what an ongoing campaign might look like.

Goblinville

This is an old con favorite that I’ve written about extensively in the past. The very short version: you play small, ridiculous goblins in a human-scaled world. The actual game engine is a cunning cross between Otherkind (most prominent example being Psi-Run), the position system from Blades in the Dark, and the light/food/turn grind from Torchbearer. Shockingly tight fantasy engine that’s very easy to leverage for goblin silliness.

These guys again! I appreciate guardmice but I looove idiot goblins.

I had a 12 year old walk up to my table and I needed something age-appropriate and Goblinville, once again, delivered. Go read my previous review of it. I love this game and I wish more folks would look to it as inspiration for slightly crunchy new hacks.

Hearts of Wulin

My Night Reign facilitator offered up a couple hours worth of a Hearts of Wulin game, more a demo than a full scenario. Designer Lowell Francis sent me a copy a couple weeks back and I’ve been reading it avidly, so it was exciting to see it in play. Unfortunately, and this is a me-problem, I know almost none of the references Francis makes throughout the text. Hearts of Wulin is very much a love letter to wuxia cinema, but my experience with the genre starts with House of Flying Daggers and ends with Crouching Tiger, Hidden Dragon. Unfortunately, his extensive references are wasted on me.

Just here for a good time. And definitely not to think about girls kissing each other.

That said, yeah, I get the aesthetics of the genre! And I can suss out what he’s going for because it’s all very well explained. In our little mini-scenario, we had three characters: a guard (the Bravo, more interested in fun than responsibility), the guard’s sidekick (the Student, a dour monk who’s caught feelings off our prisoner), and a prisoner (the Unorthodox, a princess who became head of the revolution). We were escorting the prisoner back to the Emperor for summary execution. There was enough time to explore a bit of a love triangle, face down a worthy foe, and foment a bit of rebellion against a local warlord.

Hearts of Wulin is in the style of PbtA games like The Veil in which you decide what emotion is motivating a roll and then choose that stat. Hearts adds a fun twist in that if you should miss a roll, you mark that stat and you can’t use it again until you’ve cleared the mark (and are nudged to roleplay toward the darker version of the stat’s “good” behaviors). Good way to keep from spamming your best stat! And it keeps folks talking about their emotions, which for this sort of Chinese action-melodrama is tonally perfect.

I’ll write more about Hearts of Wulin in the future. Very promising.

Trophy Dark

My highlight of the con was the last event I ran on the last day of the event, for a friend and a couple nice guys from the local army base who had just recently discovered D&D 5E and Pathfinder. I ran for them Trophy Dark, the one-shot version of Jesse RossTrophy Gold. Both games are based on Graham Walmsley’s Cthulhu Dark, a very stripped down system that nails a countdown-to-doom vibe. You can also roughly describe the entire Dark system in just a couple sentences: collect a white d6 if your character could plausibly be good at the dangerous thing you’re rolling to attempt, another white d6 if they accept a Devil’s Bargain (ie a guaranteed complication to the situation, straight out of Blades in the Dark), and a black d6 if you’re risking your body or mind to do it. If you’re using magic you definitely include a black d6. Then you roll, and look for the single highest die, with 4-5 being “yes, but” and 6 being a straight success. But! If the black die is highest and higher than your Ruin stat (a number between 1 and 6), your Ruin goes up and you acquire a condition. If your Ruin hits 6, the forest wins and you’re out. That’s 90% of the game. There are a couple neat twists on that core, but it’s more than enough to keep things moving and interesting.

How bad could it be?
Narrator: It was going to be so bad.

The premise of Trophy Dark is a band of hapless, under-equipped adventurers on their last legs head into a cursed forest that does not want them there. I drove that home for my D&D guys a couple times: if you had literally any other choice, you would not go into this godawful place. I described the forest as being like entering Area X from Annihilation. Shit is gonna get weird and you’re gonna question your life choices.

As a one-shot, Trophy Dark is designed to slowly but inevitably set the adventurers against one another. It’s a pure acrimony engine. Hopefully your players are bought into both the inherent tragedy of their situation and the inherent insanity of what they’re attempting. You work down a predetermined path of five broad situations, called Rings (like of a tree), each Ring programmed with both a threat and a temptation to ease the players into the inevitability of cross-purposes and real bad survival horror as the forest takes them over.

Guest writer Thomas Manuel will write more in depth about the Trophy games later this week. But as my first contact with this take on the system (I have run Echoes of Chaos, another Cthulhu Dark-based game but for time travel, which was helpful), I found it very satisfying and horrible. The army guys grimaced throughout! It was a good opportunity to explain to them what an X Card is, in any case.


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I founded the Indie Game Reading Club in 2010. I've written and developed RPGs since the mid-90s, now I mostly talk about playing them.

3 Comments on “In-Person Gaming Got Weird (Again)

  1. This is ostensibly a review of Trophy Gold from Jesse Ross (Hedgemaze Press) and Gauntlet Publishing. But it’s not a very good review. It will not rate the cover art (okay) or the quality of the rules (great, actually) but instead, it will say some slightly pretentious things and then end abruptly. I didn’t get a free copy or anything and this review is free so no one is allowed to be disappointed.

    As long as we’re clear about that.

    Trophy Gold

    PDF available from DriveThruRPG.com

    While you’re there, also check out …

    Trophy Dark (the one-shot version) Trophy Loom (a setting resource)

    The Overview

    Trophy Gold is a game designed so that you can play old school (or new school) adventures in a storygame style. But what does that really mean?

    The way I see it: OSR and storygames are not types of games. They’re styles or cultures of play. Some games are built for those styles of play, sure, but you don’t have to use things for what they’re built. Ask anyone who’s used a box as a table or a cat-entertainment-device. OSR and storygames, as games and styles of play, were a reaction to the trad style of play that dominated the 90s and still dominates today with D&D 5e. In the trad style, the GM is often tempted to prepare a plot before a session – usually not with the intention of limiting player agency but rather with the intention of providing the most cinematic and satisfying session. OSR and storygames didn’t like that (and other things). Both said “stop prepping plots,” or to put it another way, “play to find out”. The OSR went down one path – branded itself as a revival of how B/X D&D was played. Storygames went down another.

    That’s how we get Trophy Gold.

    But First, Some History

    Okay, I may have skipped a part. Let’s talk about Fear of a Black Dragon.

    Fear of a Black Dragon is a podcast by Jason Cordova and Tom McGrenery. I’m not sure why it’s called that. Is there something about black dragons in B/X D&D and their fear effect? Anyway, they review adventure modules. They usually try to play the adventure before reviewing it. McGrenery tends to play them with OSR systems. And Cordova plays them with storygames. Originally, Cordova’s system of choice was mostly World of Dungeons, a very minimal one-move PbtA game. World of Dungeons was definitely not the system that those adventure writers imagined their work being used. But like I said, life finds a way. Right now, as I write this, Cordova exclusively runs adventures using Trophy Gold.

    Okay, we’ve skipped a step again.

    Cordova runs Gauntlet Publishing which is the publisher of Trophy Gold, as well as an earlier game called Trophy Dark. Trophy Dark is a game by Jesse Ross that is inspired by, among other things, Cthulhu Dark by Graham Walmsley. Trophy Dark is definitely a storygame. You play doomed treasure hunters with an emphasis on “doomed”. You go into a place that doesn’t want you there and, by the end of it, you die. It’s good, wholesome, family fun. (I wrote about Trophy Dark last week — ed.) Then, Ross took Trophy Dark and rebuilt it into a game that didn’t necessarily end in death and that could be used to play old school adventures. That game was Trophy Gold.

    How It Works

    Reframing old-school dungeons as new-school storygame scenarios is a neat trick, involving changing both the game and its adventures. You take any existing adventure. You chop it up into “sets”. Within those sets, you focus on key features (called props), dangers (called traps) and treasures (called treasures). Then, you give characters a key motivation to go on these adventures – find treasure or you’ll literally die – and let them loose.

    So far, it seems like an overhaul of presentation more than anything else, right? Which brings us back to our original question: what does playing an OSR adventure in a storygame style really mean?

    That’s a big question with many answers. Trophy Gold is one specific answer. One key part is that it basically eschews a lot of the concrete, grounded logic of OSR games and replaces them with quantum, exists-if-the-story-needs-it logic. For example, the GM can conjure up treasure anywhere it needs to be.

    But that’s the small stuff. The big picture is that it takes a “writer’s room” approach to the world. I know that’s a vague phrase, I apologize. In Trophy Gold’s context, it means the world isn’t what is written in the adventure or decided by the GM. Players add in details about the world as they play. When they make Risk Rolls using their pool of d6s, they get an opportunity to sow some ideas into the game. Player A could, for example, propose a ritual spell would, inadvertently, create a clone of Player B as they cast it. Player C could propose that the guild of assassins chasing Player D are waiting for them at the entrance to the dungeon. Trophy Gold’s design skillfully ensures that the player’s opportunity to add to the world is tightly structured while still keeping the possibilities open-ended. You don’t get to just willy-nilly invent things but when things are risky and fraught with possibility, a small window emerges for the table to negotiate with reality and nudge it towards the version they deem the most interesting.

    How does this not derail every pre-written adventure immediately? Well, checks and balances. When you convert adventures to Trophy Gold or write original ones, you’re constructing pretty linear paths. The “sets” of Trophy Gold are usually organized sequentially with clear narrative goals that lead into each other. The first set might be finding the entrance to the dungeon. The second set might be traversing the deadly path of mirrors. The third is the fake treasure room. The fourth is the real treasure room. And so on. It’s a railroad but it’s a railroad of locations where the logic of why they’re here and where they’re going next is always clear to the players. Because the game is about characters who literally die if they don’t accumulate enough gold, the players buy into the premise very strongly. And the difference between a railroad and a rollercoaster has always been buy-in.

    This might sound like an uneasy compromise and sure, it may be. But as a GM, I found it makes Trophy Gold a dream to run. You get to say yes to the cool ideas that the adventure you picked gives you, and you get to say yes to the cool ideas that the players are giving you. In the end, you have more good ideas than you could hope for and you can focus on facilitation in a way that few games allow.

    It is – and I cannot overstate this enough – the rare example of a GM’s game. If you’re a GM, you should probably give it a try. With a fun adventure, it’s like a sea breeze after a long day indoors.

    This breeziness also carries over into combat which combines blazing speed and surprising (albeit rare) deadliness. Some monsters don’t invoke the combat mechanic at all because they simply cannot be fought until these pesky treasure hunters discover some secret weakness. But any monster that can be conceivably defeated will go down in about 1-3 rolls and most players will emerge from the fight hurt but not dead. It can be dramatic but is definitely not the climactic combat that other games might have. Combat in Trophy Gold isn’t the thing you build up to for a whole session. It’s more like a jump scare – a quick tension release valve. It goes as quickly as it comes. If players want to linger in that state, this game might not really work for them.

    Should You Play It?

    Like I said, Trophy Gold is a GM’s game and if you’re someone comfortable with PbtA or storygames but have been eyeing those lush, weird adventure modules coming out of the OSR, this was made for you. But that said, there’s many people for whom this game won’t work. If you like the concrete world of OSR play, you might not like the wishy-washiness of the world in this one. If you like other storygames, you might be surprised to find that this one doesn’t really support character-focused narratives. As a game, its focus is on the gameplay loop of delving for treasure. Immersion isn’t one of its priorities. And, pardon my language, you’re not going to get that main character feeling. As a player, you could try and spool out an epic backstory over the course of a dozen sessions but you’ll be fighting against the current. Trophy Gold is about the people who were main characters once but now they’re broke. They know that if they can just earn enough gold, they could become main characters again. But theoretically, if they do scrape together the gold to claim their life back, Trophy Gold has nothing more for them. As far as the game is concerned, they’re retired now.

    There’s a lot to quibble with Trophy Gold over. And with the core rules being licensed as Creative Commons, you get to quibble in one of the more interesting ways open to us, RPG nerds. Personally, I’m going to take the Risk Roll and maybe the Combat Roll and combine it with the mystery system from Brindlewood Bay and maybe it’s a game about journalists. Yes, yes, yes, I can see it now… It’s all coming together…
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    Related

  2. ‘Eow’ for End Of Week. TTRPG Links I gathered during the week. This is iteration 90. For more weekly links, head to The Seed of Worlds Shiny TTRPG link collection. For monthly links, look at The Glatisant.

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