Monday, November 16, 2009

Home from WPI

I ran Oz with Jared, Bernie, and Joe sticking around as an AGM. I wouldn't have thought so much help would have been strictly necessary from previous runs, as I've run it with just one other GM in the past, but I was incredibly glad to have them all for this one. I suppose it had slipped my mind that WPI and RPI larpers tend to be a lot more intensely goal-oriented than those of us at Brandeis, but I was definitely reminded by this run. Personally I prefer a bit more balance between plot advancement and character development, but I guess that's a matter of taste. I was very pleased to see that my measures to fix Ryan's character (also played by simplewordsmith*and Kevin Munn) so that he wasn't too brokenly able to tip the scales of the game actually did work. Also improved the workings of the character previously played by beholdsa*, usernamenumber*, and most recently ultimatepsi*. I think pretty much everyone had fun, which is the true measure of how well the game went.

Saturday I rose early to take Ryan and Tegan to their morning game, then immediately turned around to hit Somerville to collect in_water_writ*. I was happy to help her out and get to spend that extra time with her, but the extra driving was tough on me physically. I'm not used to driving for long stretches of time, and my back and tailbone were killing me by the end of it. Still, we got there in plenty of time for her to buy me a nice lunch (thanks so much, love!) and we got to our first game of the day, Bard of Avalon.

I really enjoyed Bard, and I was especially glad since I'd been looking forward to it for so long. It was really a well-written game, so props to yunafonfabre*, and something really funny happened. The game is inspired by the characters of Shakespeare, and I found myself stalking around reverting to my Hamlet persona. And I was like, "Why am I doing this? This character is not Hamlet. I should be capable of doing something other than Hamlet!" And then I found out at the end of game, I actually was Hamlet and my instincts were right! It just wasn't directed at my own family, if that makes any sense. Oh, I love being the Hamlet character. :-) Though it wasn't really part of any of my goals, I ended up becoming the lord of two duchies and the king of the realm, so heh. I made out like a bandit! But I had to be married to Goneril, so maybe those things didn't balance out. And, incidentally, my character was technically an amalgamation of Hamlet and Tybalt, so I was actually playing, well, Frances. :-D That delights me.

Saturday evening was Chateau Ennui, a game that I am still pondering my feelings about. The premise is brilliant, and I had a character that was both interesting and very well suited to me. But there were some real structural issues that needed to be sorted out, and I'm trying to put my finger on exactly how that should be done. I'm thinking the trouble is that so many plots depended on pursuing mysteries, and while plots can still function if the mystery is not solved, it needs to be possible in game to access the information necessary to make any progress on that front. Mysteries are hard to write in games, because it isn't always easy to leave truly useful clues in game, but I think if some real effort is put into including real accessible helpful clues, that would go along way toward helping plots move. So I had fun during the game, but I think it needs some real fixing.

Sunday then was our second run of Paranoia. I must say, our GMing team worked our asses off editing this thing, and I am immensively proud of what we produced. The first run went really well and players had a lot of fun, but it needed tightening and fleshing out in a lot of places. The game as it stands right now is incredibly well-rounded, and the job we did during actual runtime was excellent. We quantified the NPCs and cast them-- Bernie as Friend Computer, Joe as the wandering janitor bot, Matt as the mech bay bot, Mac as the doc bot, and myself as the vending machine, plus stellar performances from Jared as both the High Programmer Acc-U-Men and HK-47 and 1/2, the warbot brain stuck in the storage bay computer, and Ryan as the poor frightened Friendly Luggage Bot. Also, none of the players seemed bored at any point during the game, which pleased me immensely. There may still be some minor kinks to work out, but overall the thing is extremely solid, and good fun to players whether you're a Paranoia fan or not. Also interestingly of note-- I think we had eight drops over the course of signups for this game, and we still ran with a full complement. Yay for us!

We all went back to my place afterward and had a really nice, low-key chat that included Jared, Bernie, Joe, Matt, and myself. I enjoyed this until I fell asleep. Now that weekend, the preparing for which has dominated my life lately, is passed. Physically, I feel okay but off in small ways. I got a good night's sleep last night, which helps. Body is still a little stiff from the unusual amount of driving I had to do on Saturday-- knees feel tight, lower back is still a bit tender. Also woke up with a slightly sore throat, which worries me I'm going to get sick. Don't really have time for that right now, so God, I hope not.

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