Movies reviewed this week: Now You See Me 2.
Author: Bryant
Movies reviewed this week: Violent Saturday and The Sicilian Clan.
Susan and I went up to OrcaCon for the weekend. It’s a local gaming convention in its second year, with an emphasis on diversity and creating a safe space for gaming. It ran Friday through Sunday, 1/13 through 1/15, at the Holiday Inn Downtown in Everett, WA. Rumor is that it had around 1,000 attendees. I am no good at judging crowd sizes but that sounds about right to me.
Check out the cool program book there! (Oooh, visual aids.) Not only was there an awesome map, but the back six pages or so were a Mutants & Masterminds quick-start. This is the most useful con program book I’ve ever seen.
If you are too busy to read through the thousand words or so that follow, my quick recommendation: this con is definitely a must if you’re in the Seattle area, and it’s worth some travel if you like really well-run regional gaming conventions.
I’ve been neglecting this.
I, Bryant Durrell, hereby commit to the neveragain.tech pledge. Please stand with me and hold me to it.
The basics: I like my AirPods. They were easy to pair, the sound is decent, and they’re secure in my ears. The case is cool and will fit nicely in my backpack. I am not an audiophile, so if you are maybe you want something better, but they’re fine for me. I’m not going to be a huge fan of pulling my phone out of my pocket to change the volume, but I think I can live with that.
The really interesting thing is how unobtrusive they are. I could possibly have one of these sitting in my ear all day; it wouldn’t cut off outside sound and it wouldn’t be annoying. If Siri was really awesome, this would be the at-hand personal assistant as described in Oath of Fealty, which would be kind of cool. Siri is not that awesome yet, however, and she’s not tuned for voice communication. Like, I should be able to say “Where is Susan?” and Siri should tell me where she is instead of making me peer at my screen. (We have Find my Friends, it’s not creepy.)
Anyhow, lightweight: that’s the cool bit about this device. They’re a wearable that fades into the background. Or maybe they’re a signpost on the way to that wearable.
I got busy during the fall. What can I say? RuneQuest originally came out almost forty years ago so the extra few months won’t have hurt much.
The Mechanics and Melee chapter starts out pretty normally. You have time, including the concept of turns and melee rounds. There’s a note about how a real day should equal one game week, which is a bit of old school detail I always liked. You also have three scales of movement: daily movement, scenario movement, and of course melee movement. Then, like all good systems, it goes into encumbrance. Here we get all narrative: encumbrance (which has an abbreviation, as do all important elements of old school RPGs), is measured in “things.” Way simpler than pounds and ounces. The motivation for this is explained up front: “Ideally, an ENC rule for a role-playing game should read, ‘Characters may not carry more than they should be reasonably be expected to carry under normal conditions.'” That’s the plaint of a man who was tired of too many rules. I think I liked this a great deal at the time.
The rest of the chapter covers melee — the total is about three and a half pages, which is pretty concise. It’s pretty straight-forward, in the way one might expect from the author of that quote on encumberance. Hit rolls are a d100, affected by the opponent’s Defense. You can try and parry, which introduces the possibility of either attacker or defender’s weapon taking some damage.
Initiative, here called strike rank, is deterministic and based on weapon and stats. Strike ranks are also subunits of time during a combat round, in case someone wants to draw a new weapon or something. This is also where we start talking about magic in combat: there are attack spells and ways of enchanting weapons mid-combat, which is cool. Evocative sentence regarding enchantment: “This is because a character will normally immediately carve the appropriate focuses on the weapons the minute he obtains it.” There are hit locations, and some funky bits where each location has hit points but the character as a whole also has hit points. This is pleasingly deadly.
Overall this is different enough from D&D to be interesting. Like Tunnels & Trolls, the basics are similar but the implementation details were refreshingly new. RuneQuest was also way crunchier than Tunnels & Trolls, in a way I still find I like.
It is perhaps a bit optimistic to have called this chapter “Mechanics and Melee,” since chapter 4 is called “Combat Skills.” Next time: fumbles! Impaling! Criticals! And a tiny bit of world building.
Nights Black Agents campaigns are built using a diagram which represents the classic conspiratorial pyramid structure. It’s called a Conspyramid. The mastermind squats at the top, with minions at various levels beneath. PCs discover the fringes of the conspiracy, and work their way up as the campaign goes on.
The following diagram is a satire. Who would believe that Peter Thiel is secretly influencing 4chan, or that Steve Bannon controls Breitbart News?
Movies reviewed this week: Suicide Squad.
On Saturday, Susan and I spent the day in West Seattle doing an Ingress mission series.
RuneQuest character creation was pretty startling for me way back when. Tunnels & Trolls and Dungeons & Dragons were close relatives — sure, you swap out Luck for Wisdom but that’s not a huge change. RuneQuest retained the 3d6 rolls and had a reasonable seven stats, but what’s the bit where the ability to work magic (Power) is a primary stat? And where’s the conversation about classes? The previous chapter did not warn us that there weren’t any classes.
Oh, and adventurers are assumed to be human. There’s a note that elves, dwarves, and dragonewts will be discussed in the section on monsters, which doesn’t make them sound much like playable races.
We also meet Rurik, our sample character. He’s really interesting. It’s clear simply from the explanation of his stats that he’s going to be both engaging in combat and casting spells. I distinctly remember reading this the first time and going “Whoa.”
Next, there’s a section on abilities. Combat abilities first, of course. The system for calculating these is pretty straightforward; add percentage points up based on how high the controlling stats are and you’re done. In another little sign that magic is pivotal to the world, Power figures into almost every ability. There are nine abilities total. This system wouldn’t look weird if it came out for the first time today; maybe a little fiddly but not out of the norm.
We then divert back to characteristics for a moment, with rules on increasing them. There’s a cute little bit in the ongoing saga of Rurik: “Thus we see that if Rurik had the money, he could put 4000 L towards bringing his STR up to 16, and another 15,000 L towards building his DEX up to 21. Where would our hero get this money? That’s what the rest of this book is all about.” And I thought the point of the game was either a radio play or simulation of life! It does make a good segue into equipment rules… no, sorry, that’s just starting equipment. You get a list of things, and there’s no discussion of shopping.
A parenthetical: for the first time, an insert from Wyrm’s Footnotes appears. It’s charmingly old school to run into these little random Q&A sections from the pages of Chaosium’s house magazine. More indie games need house magazines, not even totally kidding.
The total chapter length is eight pages, and two of those are character sheets. Hm, there’s something new there. The abilities appear to have base percentages, and presumably you add the calculated modifications to those? But in the text on abilities, there’s no mention of a base. The boxed text detailing Rurik’s abilities doesn’t give us any clues and there’s no sample character sheet for him, so who can say?