Thursday, November 11, 2010

Walking Dead


I missed the premier episode of this series on Halloween because I was running my Halloween roleplaying game instead, but last week Laura and I managed to catch the second episode. I went back onto Hulu and saw the first episode after that, and figured I'd give my opinion of the show.

I really like it.

I'll add a disclaimer here that I am a huge fan of the comic and of the horror/survival genre, so this show was almost tailor made for me, but I think they could have really screwed it up, and I'm glad to see they did not.

The show, rightly so, focuses on the characters more than the zombies and horror. Watching the show I feel like they're going to be paying far more attention to how the people react to their entire world changing and the daily goal being just survive to the next day. The zombies offer a constant threat, but my impression is that they won't be there all the time. Sometimes the survivors will make their way to someplace safe for a little while, and then they'll be dealing with each other. From watching the show, this whole concept could do just as well and moving the setting into space (like the Cylons chasing the humans in BSG's first episode) or by removing the zombies entirely (making more of a post-apocalyptic setting). The focus is on the characters and the zombies provide a vehicle to tell the story of these people. The biggest threat to survival is not the zombies themselves, but the people and how they'll react to them.

I have to say, I was happy watching the second episode of the show. While I know the show is based on the comic, nearly the entire second episode was original, not at all drawn from the comic that inspired it. It was an early warning to those fans of the comic that this is going to be different. Different things might happen - different people might show up. Don't expect that just because the comic did a particular thing that the show will too.

As a warning, I did try to show my mother the first episode, and while she likes post-apocalyptic shows and character-driven shows, she could not get through the episode. Not for lack of quality of the show, but because the suspense of the zombie threat was too much. If you're not a fan of horror or suspense, this might not be the show for you. I'd recommend giving it a try with the lights on in the afternoon at some point - it's worth checking out.

Wednesday, November 10, 2010

Two Games on Tuesday

I got to Huzzah at about 5:30 and already there were two games going - Bill was playing the really tall guy that's not Jay, and John was playing Tim. On Bill's board, it was Lady J (Bill) v. Marcus (really tall guy) and on the other board it was Marcus (John) v. Vikki (Tim). I watched the really tall guy playing a bit and saw a few new tricks to use with Marcus. I understand now how the Mole Men should be used. They dig in deep and then run around close to Marcus. They end up with an Armor of 6 or so, and Marcus can shunt any damage he takes to them (damage, not wounds, so the armor still reduces them). Anytime he's hit for 7 or less damage, the Mole takes 1. Not bad. The downfall there is that it really anchors Marcus. The game ended up being a tie as Marcus took down Lady J and then went to time with only him on the board for Really Tall Guy and a couple of Deathseekers or something on the board for Bill.

I was surprised by the number of Marcus players - though this is a pretty small sample size. Maybe he's one of the new masters to take. Seeing how he was run gave me some new ideas to try with him. Too bad Dreamer has really taken my focus right now.

It was getting really late and I was getting disappointed because it seemed like I wasn't going to get a game in. Chris was there, but he didn't want to play Malifaux, instead either running Infinity for Ryan (one game), or sitting around chatting (the rest of the time). Ryan wasn't in the mood for playing Malifaux after the tourney, plus he had to run the store, so no problem there. Another couple guys came in, but they ended up playing Uncharted Seas.

Finally, John and I got a chance to play at around 7:30.

30 Stones.
Shared Contain Power
Dreamer, 2x Lilu, 2x Lilitu, 6 stones (Bodyguard, Holdout)
Vikkis, 2x Ronin, Hans, Convict Gunslinger, Student of Conflict, 4 stones (Assassinate, Holdout)



I started with the Dreamer on the table and nothing else. He split his forces into two, one with both ronin, the Convict and the sword Vikki (closer to the middle of the table) and one with gun Vikki, Student, and Hans (near one of the edges). On turn one, we just had a lot of maneuvering - me moving behind a building near the back center of the table and him moving his two squads up but keeping cover. His sword Vikki took a lead in the one group and the other group stuck close together.

Turn two, I got the initiative. I had forgotten how Dreamer works a little and discarded my 5 of Masks (which would trigger my ability to toss out all my nightmares) and did not draw any masks in my hand. Oops. I moved the Dreamer forward and tried to cast the spell, flipping a 13 of Masks. Phew. All my Nephilim poured out near the Sword Vikki. I switched into LCB and proceeded to pound on her. First attack he stoned to miss. Second attack he stoned but I still hit him, triggering Onslaught and doing 2 damage. Third attack I hit and did another four damage, dropping him to one. That attack triggered All Done and the Dreamer was back on the table surrounded by Nightmares so he couldn't be targeted.

John looked at his nearly dead and defenseless Vikki and decided to activate the other Vikki and pull her out of harms way, trying to reconsolidate for a return attack later. I activated one of the women, companioned a man, and lured one of the ronin into one of my guys. The woman did a little damage to her, and then the guy went, companioning the second woman. He knocked the ronin down to 1 life. The girl went, companioned the last guy, finished off the ronin and lured the second one into my lines. The guy went and knocked her down to 3 life left with 2 poison on her. He went, seppukued his last Ronin to at least get stones out of it, brought the Convict around to shoot one of the chics. I don't think it hit, but even if it had, she could heal two back at the end of the turn. He brought his other Vikki a little closer to get ready for the next fight.

Turn three, I got initiative. I activated one of the girls, companioned a guy, and lured Vikki into my lines twice, then hit her for one. The guy went and companioned a girl, and smacked Vikki around, knocking her down to 1 life left. At that point, with another guy and girl going, and planning on killing the first Vikki and luring the second one into my lines to kill too, John asked if he could call it. Pretty brutal - two ronin and close to two Vikki's dead before turn 3 ended. That's hurting I can get behind. I never realized how much fun having Lure in your army is - those Belles have been given new life in my eyes!


Game Two - we were running short on time, so we just played 25 stones. We kept the same missions and switched up our secondary objectives.
25 Stones.
Shared Contain Power
Zoraida, Lilu, Lilitu, Hooded Rider, 8 stones (Bodyguard, Hold Out)
Vikkis, 2x Ronin, Convict Gunslinger, Student of Conflict, 7 stones (Grudge, Whatever the one is that lets you kill the highest point model (unless that's grudge, at which point it's whatever the one that lets you kill a model of your choice))



He deployed in such a way Zoraida couldn't see anything other than Vikki, and with not being able to target masters with the Voodoo Doll, it meant I didn't have much of an option. Turn one was all maneuvering. He pulled up tight, but kept himself out of sight behind buildings and rocks. I moved out into the open where I could see him, but kept my Hooded Rider in Night stance so he couldn't be targeted by ranged attacks and stuck my other models, who are shorter, behind him. Turns two and three were more of the same - him trying to keep out of sight and me trying to draw line to him. Around turn three, I decided that things were going in my favor. To get the scenario, he had to kill my master and Voodoo Doll (who wasn't out yet). To win his schemes, he had to come after my minions. I just had to stay alive and keep him out of my deployment zone, and he had a good distance to run to get to my deployment zone with only two turns left.

Finally on turn four, he moved out the Convict and took a few shots on Zoraida. He missed, and I popped a Voodoo Doll out on him, having him turn and blast one of the Vikkis. With the threat of the Voodoo Doll being popped gone, his entire crew rushed out to me, and after my Voodoo Doll also got the Convict to shoot Vikki, Vikki moved in on Zoraida and did 6 damage to her (I prevented 2 of it).

On turn 5, I popped the Red Joker for initiative when he popped the Black Joker. I cursed, then realized that was actually a good thing. I started with Zoraida who turned into a raven. She then flew away from the Vikki, using the Red Joker as her flip for defense and got away. She booked it to the other side of the board, out of range. The Voodoo Doll was companioned and re-linked to a Ronin, just to spread some Poison love if I got the chance. Vikki went and cut my Voodoo Doll in two, then moved in and killed the girl. The guy and the Hooded Rider killed her in response, but at that point the guy had only 3 life left and was going to die at the end of the turn. The process of that turn dropped him low in stones, so he had to seppuku one of his Ronin to get enough to bring back the second Vikki.

On turn 6, the Hooded Rider booked it away in Night Stance again and John made a new Vikki while running his Convict as close to my deployment zone as he could. I popped a new Voodoo Doll on the only minion I could see - my Hooded Rider - to prevent him from getting the point for me having no Totems on the board at the end. We flipped for the end of the game and the game ended. We measured and the Convict was an inch and a quarter out of my deployment zone. I got Hold Out and Bodyguard, and he got Grudge. I won, 4-2. Close game, most of it involving maneuvering and the like.

Friday, November 5, 2010

Back Into Painting



I don't think I've done any painting since my wedding, so a couple months ago. Partially it's been a matter of not feeling like it, but mostly it's been because I don't have a whole lot left to paint. Earlier this week I got a few new models, and last night I spent the evening watching Deep Space 9 and painting. I was going to watch V For Vendetta (Remember, Remember the Fifth of November) since I wouldn't be able to watch it tonight, but I didn't really feel like a movie when I got home.

Anywho, that's a longer story than it needed to be. Among the models I recently acquired were two sets of the Neverborn siblings. I've painted up two of the girls and one of the guys, and the second guy is about halfway done. I wanted to paint them up in alternating schemes - I liked the light blue and the red that the official models had, but with two sets of twins, I had to switch it up a little. So one of each twin has blue skin with red clothes, and the other has red skin with blue clothes. Makes a nice synergy like that. Here they are!



Dindrenzi Reinforcements

There was a while where I was playing Firestorm Armada every week or so, sometimes multiple times, getting in game after game with my Dindrenzi and generally having a blast. Sometime down the road, other things got in the way. Not only Malifaux, the miniatures game that ended up stealing away my number one game slot from Firestorm, but also the whole wedding thing, plus the honeymoon, and other stuff like that.

Recently, though, I've gotten back into Firestorm with the advent of a couple new ships to diversify my fleet. I used to run with the basics - battleships, cruisers and frigates, with occasional escorts thrown in. My carrier never made the field, mostly because at speed 5", it never got anywhere and since it was large, it turned far too slowly. So the games got pretty repetitive.

Not anymore. Two new ships streaked out into my lineup and I'm ready to rumble once more.



First, Heavy Cruisers. What isn't good about these guys? At 20 points more a pop, they're a bit pricey. Two of them weigh in at just under a battleship's cost, and three of them are a good chunk more. But they're quite worth it. Where in normal cruisers, the only powerful gun was the front fixed gun. The side guns weren't all that fantastic. And even though they sported a nice 4/8 damage rating, they'd still drop pretty quick to concentrated fire. Not so much anymore. Their gun racks max out the same as their fore fixed, meaning with proper maneuvering, the Dindrenzi could finally threaten two ships at once. Their damage rating bumped up to a 5/8, and they gained two more hull points meaning they're not going to fall too easily. Frigates have a much harder time reaching that lucky shot that does a damage to them, and they'll stick on the table for a while, waiting for that heal card. Plus, link their side guns (which are an arc, not fixed like their fore guns) and you're launching a nice 16 dice. Very pretty.



Not to be outdone, soon the Gladius Class Gunship hit the tables. Again, a squad of only three, but these guys don't really need more than that (don't get me wrong - I'd take more than that, but they don't need it). Their damage is further godly at 5/9. They lose their mines, and take a hit on crew and assault, but they make up for it by pretending they're Sorylian ships. No more picking one of the two flanks to fire on - these ships have guns aimed both port and starboard, as well as their standard heavy railgun. They're going to launch a nice 10 dice to each side, linking to a hefty 20 dice. I've seen these guys take out a handful of ships in a couple turns, and they're ready to take a pounding themselves. You pay for these things - 95 points a pop - but they're worth it. Being medium ships, they can maneuver better than a battleship and hit just as hard (or harder).

Overall, my fleet has finally found a reason to drop its second battleship and start fielding something that can maneuver a little. I shudder to think how the other fleets are going to compare before they receive their own gunships.

Thursday, November 4, 2010

The Twins

Picked up two sets of the twins a couple days ago. Put them together yesterday. Might start painting them tonight. Their rules look fantastic - can't wait to get them on the table.




Spartan Game Night

A couple days ago I hit Huzzah to play a couple games against Dan. They had a bunch of stuff I had special ordered in (thanks Chris and Ryan!) so I got to increase both of my miniature loves: three Gunships for Dindrenzi and two sets of the siblings and the Hooded Rider for Neverborn. I glued the Gunships together in preparation for facing down Dan.

Our first game was Uncharted Seas, my Imperial Navy against his Railguard. Once again, the wind started against me and I couldn't really maneuver that much. Our ships shot at each other a bunch with me getting an early advantage until he evened the playing field. Soon he was down to a badly damaged battleship and a couple of damaged cruisers against my barely damaged battleship. We sailed around an island for a couple turns as I tried to fight the wind and get an angle where I could hit him with my broadside but... well, frankly it got a bit boring and rather than play it out, we stopped the game there.

Besides, we both had three new Gunships ready to field in Firestorm.

So we hit the table with 1000 points each, each of us trying to destroy a target on the far side of a moon opposite us. That was really less important. More important was just seeing how many antics we could get in with our ships. He took a strong lead, blasting through five or so of my frigates as I downed only one of his cruisers. Then my Gunships went. Ohmigod. Blasted 10 dice into three different frigates on one side of me, and linked fore guns into one of Dan's Gunships, nearly killing it from full. Next turn, I won initiative (yay Dindrenzi tactics!) and my Gunships went again. Three frigates fell to their barrage, and Dan's Gunship was finally trashed. Good times! His responded in kind, and destroyed one of my Gunships, and the battle kept swinging back and forth. My Heavy Cruisers were putting a pounding in as well, and with my Battleship being the nice center of that attack, I was able to control the middle of the board while Dan took the flanks. A few well-timed boarding assaults, one by him that eliminated one of my Heavy Cruisers, and two by me that eliminated his Battleship, turned the tide. In the end, he had three cruisers left (one damaged, and split into two squads) and I had one Battleship (damaged slightly) with an Escort and a Heavy Cruiser left. We called it there since we were both just going to concentrate on getting our objectives at that point and it would take a while for our fleets to re-engage. I think I would have the advantage if I was able to destroy one of the cruisers from his squad of two - at that point he'd have trouble hurting my battleship, but it would take a while for that to happen.

Overall, good times! Dan's Heavy Cruisers are on their way. We'll have another match up then.

Dan and I agreed that Uncharted Seas is clearly the inferior game of the two. Granted we have more options in FSA, but the gameplay and the style just seems more... fun. We'll be sticking with that one.

Tuesday, November 2, 2010

Grimm: The Halloween Game


Sunday night was Halloween. Every Halloween one of us runs a one-shot roleplaying game with a little bit of a horror theme to it. We started this tradition a few years back when I ran a zombie-pocolypse game where everyone played themselves as a Call of Cthulhu character, found out about the rise of zombies when I, the humble GM, turned into a zombie at a dinner party with them and they all had to escape Northern Virginia. The second year, Brian ran a game where we were all captured on a college/private school campus as stereotypical students and subjected to a twisted game of hide and seek by a vicious murderer. He had us play outside in the dark and had set up a bunch of special effects and sound effects that he’d trigger at opportune times. The third year, Dan ran us through a session where we all woke up, strangers to each other, and found ourselves in a big labyrinth run by an evil vampire who wanted to see us all killed off in interesting fashion.

This year, the game cycled back to me to run. I opted for running a one-shot of a game I’ve always wanted to try: Grimm. The seven characters were each third graders who would be transported into an evil twisted fairy tale world. I created the characters for them to speed things up and we launched off.

First, the characters. The players decided to assign them to each other based only on the names of each one.

First, there was Buster Rock who was assigned to Eric. Buster was the school bully. He constantly stole money from people, picked on them, and actually thought people liked him. But they didn’t. For the most part. He had some cherry bombs on him, a candy bar, and a bunch of loose change from his fees.

Second was August Geode. Jay was given this one, and he turned out to be the mild mannered nerd. August was the oldest kid in the class having just celebrated his birthday, but was afraid that Buster would steal anything he had from him, so generally kept it hidden. He liked chemistry a lot, enjoying his new chemistry set and book he got for his birthday. He also liked conducting experiments.

Third was Chrystal Summers, who was given to Tanya. She was the popular girl in the group, and everyone loved her. The Summers family owned all the oil fields in the region, and were well known for essentially building this town from nothing (back in the day, anyway). She’s rich, and deservedly so. She has also starred in her own television commercial. She actually didn’t have much of a problem with Buster, mostly because she could tell him what to do and he’d do it. She figured he had a crush on her. Of course, from Buster’s point of view, he liked the attention she gave him (when she was ordering him around) so he figured she had a crush on him. Turned out pretty funny when the two of them kept trying to pretend they liked each other when in reality they only thought the other one liked them.

Fourth up was Chase Jackson, the jock, and this one went to Dan. Chase (a girl) had a single mother who worked two jobs. It was Chase’s mother’s dream that Chase would be the first in her family to go to college. To afford that, she encouraged Chase to participate in every sport she could, in hopes of eventually landing a scholarship. Chase was really good at sports, liking softball the most. She was a team player most times but did accept that she was better than everyone else. She liked Buster too, mostly because he would actually put up a challenge physically. The two of them liked the competition. Chrystal was okay, she guessed, especially since her slumber parties always had the best snacks.

Fifth came Joe Smith, who Brian took. Joe was the normal kid. Joe was never the best at anything, but he wasn’t bad either. He wasn’t the best at sports, that was Chase, but he gave it a good try on the court. He liked playing his X-Box, participated in Boy Scouts, and had a stable family and a twin sister. He wasn’t overly fond of Buster, but tended to fall under Buster’s notice when others were around. August was okay, but he didn’t really want to associate with him in case that nerdness rubbed off. Chrystal was pretty cute, but above him. Chase and he got along because they often played on the same teams.

Sixth was Morgana Dusk and Ellen grabbed her. Morgana was an outcast, a troubled student who had just transferred to the school. She dressed in all black, never smiled, and thought life sucked. People tended to ignore her, or avoid her because she was just off-putting. Buster had tried to beat her up once but she twisted his arm and nearly broke it, so he never bothered her again. Joe had actually gone out of his way to say “hello” to her when she transferred in, which was more than anyone else had done, and she developed an instant crush on him. Of course, he didn’t realize it and figured he was just doing the polite thing that his parents had taught him, and never really talked to her much again. To Morgana, though, Joe was her best friend at the school.

Last was Astrid Heavens, and this one went to Laura. Astrid was a dreamer, living her life in fantasy worlds and reading books, writing, or drawing. She hated Buster with a passion because he had stolen her diary once and read it aloud. Buster was hoping there was something about him in it, since he had a crush on the weird, eccentric girl, but was disappointed to find he was not featured at all. Astrid since got a new diary, this one with a lock on it. She talked to August a lot, usually nerd-talk, and the nerd had also developed a crush on her. Joe was her twin brother, so she hated/loved him like any sibling does.




So everyone got their background sheet and read it over, laughing and trying to figure out who hated who and who liked who and who to not talk to under pain of social-ostracation. Then we jumped into the game.

It went fairly well. The plot was straight forward – the group was on a field trip to see an arboretum, blacked out, and came to in a new place. Slowly the kids realized they were somewhere else when they found a huge shoe that was run down. They were hustled in to the shoe by Old Mother Hubbard. Old Mother Hubbard explained that children were all outlaws in this land, and that the seven dwarves would come and take them away. On cue, three of the seven dwarves came over the hill with their nightmare steeds. They banged on Old Mother Hubbard’s door while the kids hid away. The dwarves spotted them when they came in, captured Old Mother Hubbard, and tried to catch the kids. They children quickly realized they were outmatched and fled, learning that working together was far better than working alone.

The kids fled to a forest where the dwarves refused to head in. They were cold and miserable, and saw many green eyes out in the black distance as they were settling in for the night. Astrid drew a picture of a ghostly knight who would watch over them and imagined it into being, and soon the knight, dubbed Sir Lancelot, was there. Of course, the knight was imagined by Astrid so knew only things she would know, and tended to take his task of defending the kids against the spiders very seriously, even threatening to cut off the legs of any children who tried to go see the spiders. Better a legless man than a dead one, he supposed.

By morning, Lancelot disappeared, having completed his task of protecting them from the spiders. They traveled deeper into the woods and the forest succeeded in separating them one at a time, and keeping them hidden from each other. A pale pre-teen girl, Snow White, as it turned out, found them and reunited them. They talked to her, found out that the stories they knew from home were just a little different. The evil Step Mother did exist, but she had captured the Seven Dwarves’ souls, having casted a spell that showed the Seven Dwarves would be her downfall. Snow White (who did not remember her name at all) told the story of how she had been taken to the forest by a woodcutter who had been charged with killing her, but as she was so beautiful as a babe, the woodcutter left her in the woods and could not swing the axe. He instead took the entrails of an animal back to prove Snow White was dead. Snow White said the dwarves could always sense children, except in this forest, and that the children were taken by the evil Queen and distilled into innocence and used to fuel her spells. All the children in this realm were gone, and the Queen had taken to capturing children from other realms and bringing them here for her spells. There was a big mirror that the Queen used for her spells, and maybe it could be used to get them home.




The kids headed to the castle to try to stop the Queen and get home. The dwarves found the kids, chased them to the castle, and they got in before the dwarves could. They climbed the tower, leaving Chrystal behind to distract the dwarves with her tales and stories. The kids reached the top of the tower and found the evil Queen there. She lured them in and began enthralling Joe before the others jumped up and tried to break the mirror. Astrid asked how to free the dwarven souls, which they saw in the mirror, and how to get home. To free the dwarves, they had to break the mirror. To go home, they needed the mirror intact. They broke the mirror instead, freeing the dwarves and stranding themselves here. Except for Chrystal, who fled the castle with the dwarves, the other six were all captured by the evil Queen and imprisoned, ending the game.

Overall, great fun. I had a blast running again – it’s been a little while – and I’ve gotten great feedback from other players. It was a lot of work to put together that one session, though. I think I’ve spent more time on that simple session than I did on any three other sessions from most of my other campaigns. Building easy-to-play characters with involved back-stories and a fast one-shot that would finish in about 3 hours while still maintaining three decent acts was a bit of work. I might change my mind down the road, but right now I’ll gladly pass on trying another one-shot next Halloween. Fortunately, Brian and then Dan have first crack at the next one since it’s been longer since they ran one.