drcpunk (drcpunk) wrote,

In Airport in Indianapolis

We had a fun GenCon. My games were:

-- Victoria, no idea how system works, as GM didn't show. I'm hoping the GM got lost, but I suspect GM didn't manage to get to the convention. Turned out for the best, as I needed the extra down time. (NB: This is a different game than Victoriana.)

-- Case Goblin Willow, the Laundry game I genericed into. Nice combination of PC team dysfunction and PC team cooperation.

-- Playtest of House of Cards at Games on Demand (and there are at least two RPGs of that name) mneme played in this as well, as did Mike Holmes. Urban fantasy, with PCs embodying a major arcana tarot card. Interesting broad stats, tied to suits, defined by questions: What do you love? What do you hate? What do you desire? (I forget the fourth, but I can look it up later.)

-- Love in the time of Seid at Games on Demand. Blood, backstabbing, and, in this case, unexpected time travel.

-- Amaranthine demo. I heard about Amaranthine due to email I got from the company (Machine Age, I think, and it sounded right up my alley. Four, like three, is a magical number for patterns, and it is used in guiding flashback frames and PC relationships. "I have always", "Once", "Somtimes", and "I never" (and variant phrasing that means the same) covers a lot of ground while providing guidance.

-- In For A Penny Dreadful, Kerberos Club, Fate edition. I hadn't expected to be able to get into this one, but I was able to get a ticket the night before. Lots of fun, and great to be a player for the game I helped playtest.

-- Vengeful Dead, Call of Cthulhu, from Pagan Publishing's hopefully upcoming Bumps in the Night. Very nice twist in this one, even if we didn't get to it. We ran out of time due to amazing and hilarious PC interaction.

-- "Major Trouble, Minor Talents" (I think) for Dresden Files. Someone was stalking and killing NYC members of Paranet.

The GMs and players were all awesome. Jason Morningstar just interviewed us for his One Cool Thing video, and he said he thought there was a lot of positive energy, more so that usual. I think he's right. There was a lot of mutual support among game designers and vendors, and, as far as I could tell, a lot of networking to make cool games happen -- make them run, get them written, republish them, all of it.
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