Showing posts with label One-shot. Show all posts
Showing posts with label One-shot. Show all posts

Monday, July 7, 2014

Holiday Weekend at ViscountEric's

It's a weekend's like this past Fourth of July that make me support the notion of one mandatory three-day weekend per month.   Before I got hit with my first mind-shattering email of the day this morning, I was completely relaxed and refreshed.
 
First off, a tease of the painting I got done last week before the weekend kicked into full gear.
 
 
Please welcome the first of ten Blue Martians I've been painting for the Gnomish Space Marine campaign that's eternally in progress.  After I'm finished painting them I'll give an real review of the actual product.  I'm about halfway done with the squad, and with the added space on my new workbench  I have set up... a painting queue for the next five projects!  With my "gaming/painting fiscal year" ending with September, I'd like to pad my numbers from my most productive year ever.

Friday was a low-key day with some frantic cleaning before my mother AND my mother-in-law came over for a cookout.  It makes me happy to report that a new grill arrived Friday morning and their was much rejoicing (and grilling of meat). 

The first relaxing day in a long time ended on a sad note as I discovered that author C.J. Henderson had lost his battle with cancer earlier that day.
Unlike many of the people online giving him fitting and heartfelt tributes, I knew him for the longest time as the perennial guest of honor at Mepacon and the loquacious salesman when you passed by his table.  I realized after many a con that he wasn't a used car salesman in a past life, he just loved to talk to people, pitching some product, and even trading some ideas.  In the last few years, I was amazed just how many people came up to him at his table to thank him for reading their stories and giving them advice, some sound technical help with a plot device, and for many who were "juuuuuuuuusssssssst a little lacking in the skill department," I heard, "Write everyday, every chance you can" many a time. 

It's a great day in America when I actually get time to sit down and read a book, much less finish it, but I can say with a bit of pride that I have read his Brooklyn Knight and Central Park Knight and I thoroughly enjoyed them.  I need to dig Radio City Knight out of a box in the garage and read that and I hope somewhere with some help, whatever CJ wrote of Coney Island Knight might one day make an appearance in some form.
 
Saturday was a releaxing morning with the kids and a drive down to Easton to be in a playtest of the new Delta Green rules run by Dr Bob.  I can't say much of the actual game or the rules, but I can say (a) my character, Dept of Agriculture Special Agent Marvel Drybread, was not suited for a majority of the session, (b) I dropped the ball doing some truly heinous acts to contain the evil (c) our leader was shot in the ass by friendly fire.    We were warned of a potential TPK in the inital messages sent, and we did not disappoint.   Even better news was a confirmation or restarting our Masks game and adding two new players to the mix.

On Sunday, my wife's cousin took the kids and my wife and I had "date afternoon" including trips to such fine estabishments as Red Lobster and the Dollar Tree.    The high point of the afternoon was a trip to the movies to see 22 Jump Street.   It took me awhile to find the term, but one review complained about the "self-aware meta-commentary" that ran through the film.  I, on the other hand, loved it, even it was a poor attempt at MST3K at times.  It's been awhile since comedies were that self-aware and self-deprecating, and Jump Street is not anywhere near the levels of Airplane! or most Mel Brooks flicks, but it befuddles me that a good number of reviewers didn't get it.  Nobody buying a ticket to the movie was expecting Hotel Rwanda.  We wanted gunfire, explosions, juvenile humor, and a certain percentage of the theatre wanted Channing Tatum shirtless and dancing.  Oh yeah, only the complete braindead or the arrogantly intelligent would expect something different.

And I would watch every joked sequel mentioned in the end credits (spoilers)
  • 23 Jump Street: Medical School 
  • 24 Jump Street: Foreign Exchange
  • 25 Jump Street: Semester at Sea
  • 26 Jump Street: Arts School
  • 27 Jump Street: Culinary School
  • 28 Jump Street: Veterinary School 
  • 29 Jump Street: Sunday School
  • 30 Jump Street: Flight Academy 
  • 31 Jump Street: Ninja Academy
  • 32 Jump Street: Fireman Academy
  • 33 Jump Street: Generations
  • 34 Jump Street: Return of the Ghost 
  • 35 Jump Street: Traffic School
  • 36 Jump Street: Military School
  • 37 Jump Street: Scuba Class
  • 38 Jump Street: Dance Academy 
  • 39 Jump Street: The Electronic Game
  • 40 Jump Street: The Retirement Home
  • 41 Jump Street: Magic School 
  • 42 Jump Street: Beauty School
  • 43 Jump Street: Mariachi School 
  • 2121 Jump Street
Perhaps I'll just run them as IOU games.

 ... I would also like to take a class at Benjamin Hill School of Film
  

Thursday, July 5, 2012

The Scottish Insurrection, Because They're Already Revolting

This past weekend will probably amount to the high point of my summer, if not until Cold Wars next year.

As I previously mentioned, I had my friends Phil and Jess up for some gaming extravaganza on Saturday.

Sunday was a trek to visit my friend Steve and give him one last hurrah before his wife gives birth and either he descends into that phase of fatherhood, or we discover that the Mayans were right.

What started off as a nice father to future father offer of some wargaming to a mini convention.  We've spent the last few years happy if four people got together. Sunday we had a dozen people in the house, most crammed into Steve's Bar. 

I arrived late, due to a babysitting issue (a foreshadow of things to come for Steve. mwhahaha!)  I gave my Godson Connor his primed and based unit and a half of Highlanders finally and started setting up Steve's battleboard for some Gnome action.

Steve had requested a good amount of Miniatures Building Authority items for Christmas and his relatives apparently love him.  Of course, his terrain has been set up in the bar the entire time and almost seven months later, we would finally christen it.

With three and a half units of Highlanders, and plenty of support weapons to boot, it was easy to set up a Scots versus the World scenario. 

The Highlanders
Objective: Hold the Compound at all costs.
Units:
Clan MacBirkner -  1 1/2 units, no support weapon
Clan MacNichols -  1 unit with LMG and Golf Mortar support
Clan MacNichols Teal - 1 unit with LMG

The Allies
Objective: Place one unit of troops of good standing with the compound's courtyard at the end of the game
Units: 
Swiss
British Marines
USAmerican Cavalry
(Paint) Free French
more reinforcements were in the initiative deck.


The Allied Deployment

The Highlanders Deploy Sparsely

The Early Rounds:
The Highlanders started by sending a portion of Clan MacBirkner to the first hill, as well as picking off British Marines through slats in the high fence.  The Cav charged down the road, turning at the ford and hid under brush from fire from the hill.  The Marines followed suit.  The French decided to charge out of the estate and dash for the bridge.  A few shots from the golf mortar dissuaded this tactic pretty early. The Swiss did what the Swiss normally do:  Tunnel.


The Cav Leads the Way!

The Middle Rounds
The Highlanders contihnued to get comfortable (we had three novice and one experienced player on that side).  Their light machine gun and golf mortar continued to pound the French who quickly decided that charging up the 1st hill to engage MacBirkners in hand to hand was less lethal.  They were successful in the assault, but the casualties were too much and they routed.

The USAmericans stormed passed the annoying Highlanders and worked around to behind the buildings on the far side of the table. The British Marines did a good job eliminating the advance guard along the fence and pondered their next move.

The French Assault the First Hill

The Swiss continued to dig, and the lowly four soldiers sent out popped up around the light machine gun and tried to seize the weapon.  Unfortunately the Clan MacNichols Berserker was there and quickly picked up two kills.  The final combat was against the Swiss Officer and the Berserker ran out of gas.  The Highlanders atop the hill did quick work of the sole remaining Swiss tunnel team and quickly regained the LMG.  The remaining Swiss back at their deployment slowly left the chateau towards the ford in the road.




Late Rounds
Finally, reinforcements arrived!  Aussie Cav arrived, and quickly took the spot that had just been filled by the British.  The British had managed to seize the first building without the Highlanders realizing it, so they hung out their until the end of the game.  The Swiss moved gingerly along, but it was the USAmericans wrecked the most havoc.  They were not only the single allied unit to trade fire with Highlanders in the village square, but the final few managed a charage across, scattering the enemy, but decimating themselves in the process.The Highlanders still occupied the town when I called it, so they won. The casualties were tremendous.

Berserkers Just Don't Fare Well Sometimes

Given the new players and no future knowledge of the battle board,  I think this was moderately successful.  I may continue to run the Scottish Civil War for the new players, just with some old Mordheim terrain and some kilt on kilt action. 

Saturday, July 2, 2011

(Poll) And the game I'm running for Christmas is...

Over a month ago, I posted a poll on this site, as well as my Facebook page, asking you, the fanatic gamer, just what should I run for the annual Christmas game. It's late, and I've worked my fingers to the bone painting tonight so I won't hunt down the original post.

My thanks to the thirty or so people who voted. It's not much of a suprise:

With almost half the total votes cast, A Simpson/Cthulhu Christmas using TOON will be my project, post-Historicon. The great news is the characters are essentially done, and I can rob from pop culture and tradition at will to make the plot for the two or three episodes. I was going to go with four episdoes, but my buddy "Mighty River" (aka Phil) wants to run a TOON Kwanzaa Spectacular as well. Should be good times.

Second place wasn't much of a surpise, as Star Wars: The Land of Misfit Droids II made the only strong competition to Simpsons/Cthulhu. This I will eventually run, but I will make I save it so I can run it later in the future as well. I lost all notes and characters for Misfit Droid I, so I guess I can just add to the premise and go from there.

Thanks again to all who participated. I'll have a new poll up just after Historicon!

Tuesday, May 31, 2011

How's My GMing? Call 1-800-your-pc-is-dead!

In two weeks, I get a chance to run a game session for what you could call a "secondary" group. My core group is caught up with life, but the other people who are always invited to play, but never can make it are actually available. I haven't seen some of these people since the last year's Day of Sloth, if not longer, so I'm excited at the possibility of reconnecting with old friends, playing with different styles, and comparing notes on how the Hangover II stole most of our Buffalo road trip memories (and a few of Ohio, but we agreed that never happened and no one has found the body... yet.)

The goal is to run a table (or two) of Gnome Wars to give me a reason to get the painting going for the units for Historicon. I had initially decided to run Call of Cthulhu, but I've changed it up with a "very special" rpg session instead. I'll explain it here after the session, but it should be enjoyable, and amusing to both parties. To accomplish this, I've sent out "roommate questionaires" to a couple of the players I'm not quite familiar with. As the name suggests, the questions would be completely acceptable territory for college roommates to ask each other on week one. "So, you're Polish?" "What's your major?" "What do your parents do?" "Wanna wrestle?"

Okay, the last one isn't on there (the game isn't THAT kind of very special). I'll be able to extrapolate the information received and provide them with a gaming experience tailored to their needs.

Trust me, it sounds completely pretentious, but I'm just short of betting my life that everyone will have an awesome time.

This got me to thinking of all the other surveys, questionaires, and scantron sheets I've dispersed to my players, all in the quest of finding the optimum game.

Back in high school, we didn't have that problem. We had a finite group, we played AD&D 2nd Edition as our primary game, and whenever somebody wanted to run someone new and/or cool, we found time to run that. Sometimes we got decent campaign runs, like our GURPS-Humanx, GURPS-Napalm Death, or Gamma World 4th Edition games, while other times we played games like Recon, Robotech, Rifts, Basic D&D, just to try them out and see if they were actually cool.

In community college, the group was new and variable, but we basically threw all our options in the ring and democracy won out. Sometimes a strong-armed loudmouth dictator would force something like a lukewarm Vampire game onto us, but we got a nice diverse selection of Tunnels & Trolls, D&D, Recon, Talislanta, and a bunch of small press games out of the Gamescience catalog.

Somewhere post-community college and during the true "college years" a few years later, I began having player, prospective and current, fill out the occasional survey. Sometimes, it was to find out what game they really preferred to play, sometimes it was a series of direct questions to see what as a player the wanted to direct their character question. The old "on a scale of 1 to 10 what to you prefer most in your games? A- Combat B- NPC Interaction C-Personal gain D- Big-Ass Sword." This way, while I could not guarantee 100% satisfaction for each player, I could tailor storylines, and even certain parts of each session to accomodate each player/character's needs for a successful game.

I laugh now, because with time, a good GM does that with just casual feedback, not post-demographic feedback. For our Hackmaster game, we had a motley assortment of fools, er.. characters, so I constantly had to adjust my GMing between roleplaying, character advancement/developing, and the fact that the game is called HACKMASTER, so some sessions are combat heavy, possibly disenfranchising the weaker characters of their Gawd-given right to be important. I've been at the other end of that equation, and there's never enough love interests, plot twists, and political intrigue to counter a meat grinder session when your character definitely does not have the cajones to make through without being a burden to the party. Luckily, eveyone knew what they were getting into, and I tried to integrate something else into those sessions when the books started getting perused or knitting came out mid-session.

With the current group, I've resorted to sending out emails with just multiple game options. I've got more ideas than time to play them out, so a little input would always be appreciated. Unfortunately, the regular guys are just as desperate to chuck dice as I am, so often I've received "All sound good," or at best "Regular Fantasy," or "I want to kill things." This has not been a positive to me as a GM. Why try something new when the group will take any McGame they can get. This has been the reason my "Home" Polynesian game and "City-State of Kathad" have never gotten off the ground.

I've also resorted to making the players list all of the proposals from most-favorite to least. This seems to have the best effect out of all the questionaires, as although the players primarilly choose the "regular fantasy" options, they have shown that my pet settings have some interest, and if I can tailor the game to each player's needs, it could work.

But for now, I'll fill my sessions with Gnome Wars, CoC with the main group, and a super-secret game for my secondaries. Let's see what happens.

Tuesday, May 24, 2011

Only 217 Gaming Days Before Christmas!

This morning, one topic on TMP really threw me for a loop:

"What's your Christmas Game Going to Be?"

Really? We're just about to hit 80 degrees today for I think the first time all year. I just turned off the heat in the last room of the house this past weekend. I don't want to think about Christmas. Talk to me in August when I'm sick of 100 degree-plus weather.

But it did get me thinking. Our extended group has always had a holiday game of some form over the years. They ranged from a few years of Beatles-inspired AD&D games, another AD&D game that involved an Elf Concentration Camp (might have been the previous games, they were kinda weird), Paranoia games, and even once or twice, somebody rented the local legion, the invite list was expanded and we chipped in ten bucks to cover rent and drinks and played a bunch of card and board games.

One of the constants in holiday games was Battletech. BIG Battletech games, urban games with combined forces (armor, infantry, mechs, and maybe an Aerospace fighter run as well). Lots of optional/house rules for the scenario, and if I learned anything, standing underneath a "water" tower was not a good idea.

Probably the best holiday game was a Toon game run by our friend the Mighty River himself, Phil. We were the Double-FF reject elves at the North Pole who were forced to be the heroes and rescue Santa Claus. I've forgotten more about the game than I remember, but I do remember us using a magic school bus (?) to fly to England to kick Harry Potter's ass, lots of explosions, and one of the elves occupations was "Santa's Fluffer." Kids, if you don't know want that means, DON'T ask your parents!

Now, I have enough trouble trying to get the crew together for a monthly game, much less all my planning for Historicon, but a holiday game is truly the epicness of all thing epic. Lots of friends, food, and fun! So I present a poll for the first time in a long while: "What should Viscount run for the Christmas Game"

*Star Wars d6 The Land of Misfit Droids II - The first game was a disaster story-wise, but character-wise we had a blast.

*Toon (Simpons) Cthulhu: He sees You When He's Dreaming - I have two rough outlines for Simpons' episodes, and I need a game with McBain and Disco Stu together again, for the first time.

*Gnome Wars Something Something Santa Claus Something Gnome Wars is one of the few minis games with rules and a fig for Santa Claus. VerYou rought ideas right now, but maybe he's kidnapped, gone rogue, or perhaps I should wait to see what Michael's will have at 80-90% off the week after Christmas. I do have that "very special" Easter game planned for next year. Mwhahaha!!!!!

*Gnomes War The War with Candyland This one I just thought of right before I finished the post. Two words: Edible Battlefield. The spoils of war melt in your mouth, not on the battlefield. Kids and Ladies very welcome.

*D&D Yule Love Feliz Navidad A very special game, using my Basic Hack rules (combined Basic D&D, Hackmaster, and BRP), using characters only seen for a passing second in a Yule-themed session I ran in college. Two words: Mariachi Fucking Kobolds!

*Illuminati University Scavenger Hunt II - Scavenger Hunt I was legen-waitforit-dary, and given the climax each time I ran it, Scavenger Hunt II would definitely fit as a holiday game. Played using Risus.

*Supremacy Christmas at Ground Zero - If Diplomacy is the game of SATLOF, then a game of nuclear weapons should be the game of Christmas!

I'll post the poll here and on Facebook. Vote early, vote often! Suggestions taken!

Sunday, August 1, 2010

Beer and Pretzels Gaming at Steve's Man Cave

After a five month hiatus, I finally got some of the guys together for some at home gaming. We managed to get five to agree to meet at Steve's ManCave/Basement/Bar in Allentown.

We started with a slideshow of my Historicon pics. My picture taking skills are mediocre at best, but apparently a slideshow presented on a giant HD flatscreen TV makes everyone's pics look spectacular.

Next we moved down to the bar, cracked open some beer, and fiddled around with the Mouse Guard RPG. Playing a mouse might seem silly, but the second a milk snake appeared to interrupt their mission, the guys were all business. My guys were impressed and pleasantly surprised by the system. It's simple: (multiple d6 4+ is a success), it promotes player narrative actions (no just "I attack the snake", but "I jump on it's back and stab it!"), and it also actively encourages cooperation and teamwork. We will try it again.


Due to our late start, a long drive home, and the lack of true wargaming space in the Man Cave, I chose to run Burning Plastic to wrap up the evening. Burning Plastic is a simple game where green army men represent robots, and, as advertised it is "A Game Wholesale Destruction".



The Set-up

General Brian set up his tan army to the south of Rold Gold Mountain, General Adam set up his red army far down the Bar Plateau, and Steve (pictured above) set up the blue army right in the middle. Each had similar units 20 Aluminum Grenadiers (slow troops that can dish out and take a lot of punishment), 2 Scout Floaters (represented by the jets), and one Dreadnought (think mini-Ogre).


The first two turns had the blue and tan armies in vicious fighting, with the red army lumbering along. Most of the damage was done by morale checks. In Buring Plastic, each officer and vehicle can force a d6 Italicmorale check on any one figure or vehicle within in its range. Make the check, no effect. Fail it, the figure moves back half its move. Roll a 1 and the unit charges a full move and gets a free attack. Roll a 6... hehehe, the unit's cpu overloads and it retreats its full move and self destructs in a blazing atomic fireball. The blue and tan armies' dreadnoughts were not destroyed so much as they were the focus of multiple morale checks and if you roll enough dice, eventually a 6 will come up. The wreckage of the tan army's dreadnought can be seen in the picture above, it failed its check and took out three of its own guys before exploding.


It looked like a close battle until the GM-controlled air strikes were called in. To use the radio operator/walkie talkie figures, Burning Plastic has spotters, who can call in airstrikes. A regular airstrike is conducted as follows: (1) Any figure within twice the shooting range of the spotter can be targetted. (2) Grab a normal (ie boardgame) d6. (3) Take two steps back from the table. (4) Chuck the die at the troops. Any figure, vehicle hit by the die until it stops is considered destroyed, with the exception of the dreadnought which requires to hits to be destroyed, no matter what. To spice things up, I called in random airstrikes from my bar stool at the far end of the bar. The first couple missed, but around round five I hit the blues and tans hard , and got one good strike on the red army's dreadnought.


Mid-Game

The Epic Battle of Steve's Man Cave (they advertised!)

The tans continued to press on, the blues troops had managed to destroyed the red army's damaged dreadnought with just overwhelming firepower and a little luck and fell back in between the two bags of chips. General Adam split his red army: half to fire at the blues and tans, the other half hiding behind a bottle of Leinenkugels to stop a flank attack if the blues decided to move between the bags.

End Game

Osama bin Plastic: The lone survivor of the Blue Army hides out in the caves of the Snack Mountains.

In my last act as GM, I attempted one final air strike, aiming for the blue army moving down the Snack Pass. I missed, but I hit the bag, causing the Pass to "collapse" and cutting off one blue army trooper who valiantly, but immediately was gunned down by the other armies.

The red army's stretched forces caused its downfall; its fascination with the blue troops hiding in a "cave" of popcorn. Caused numerous casualties. The tan army took its time whittling down the rest. Despite numerous disasters, General Steve's blue army took second place with one dude hiding in the mountains. Hopefully in twenty years, somebody will inform him that the war's been over for awhile...

For a hastily organized game day with one no-show and couple of us showing up late due to race day traffic (stupid NASCAR!), it went off pretty well. Can't wait till September when we should be able to start our Tanga campaign for Gnome Wars.... time to start painting!

Monday, May 24, 2010

My Favorite Convention Games

So, the next two Mepacons will celebrate the 10th Anniversary of the con. No theme has been determined, but I figured it would be great to have a "best con events ever" category. Old classics dusted off once again for public consumption to see if they still have that magic.

That got me thinking about games I've run/played in at cons. There are a lot of good games, a good dose of forgetable ones, plus a lot of other times I was in a miniature or CCG kick. But here is a list of the top 10 con games I've participated in...

  1. GURPS: IOU - Scavenger Hunt! - This game had EPIC written all over it. A motley group of Freshthings search the steam tunnels for the one item that will put them over the top in the Freshthing Orientation Scavenger Hunt. Fanastic players. Great PCs, Hilarity ensues.
  2. Talislanta - The Crystle Dungeon, My first game I ran at a con (Lehicon IV at the GW Motor Lodge). Needs a revamp but it worked seven years later at a Bogglecon or two...
  3. TOON - Cthulhu Comes to Springfield - Co-GMed with Bob Wintermute. Lovecraft and The Simpsons. Comedy Gold. Must remember not one under twelve next time, otherwise it gets weird in a Law and Order: SVU kinda way.
  4. GURPS: IOU - Road Trip! The free-form sequel to Scavenger Hunt! Rolling with the punches, and cleaning up after tac-nuking Springfield, Massachusetts.
  5. AD&D 2e - The Jade Monkey - run by Joe Ward, it was the first con game I played in that I actually had fun. Plus I've using the William of Arinka pregen PC as part of my campaign for years.
  6. Hackmaster: In Search of the Unknown The only HM event I have fond memories of... I had converted B1 before Kenzerco did for HM. This is the game where Steve "Drow Game" Heitzer took over a Half-Orc warrior with and intelligence of 4 and rampaged the scenario. This is where I earned the nickname "Q" from.
  7. TWERPS: Space Cadets - I converted a Star Frontier mod to TWERPS, got a few players and had a great time, even after the one guy decided to disarm a planet buster bomb with a point blank shot from his blaster.
  8. AD&D 2E - The Harpers - I took over an AD&D for Matt D, who was sleep-deprived, or scheduled to work, or something. Problem was I had been up for 36 hours with Legions of Steel, and stealing corny items from any GM I could remember at the time, had the PCs ultiately turn into Green Lanterns and fight some Cosmic badass... If that was right
  9. Battlelords of the 23rd Century - GM'ed by the man, the myth, the loudmouth, Larry Sims himself at Lehicon. I had no idea what I was doing, but it was fucking awesome
  10. Star War d6 - run by Eric Pierson at a Bogglecon. I played the ship's captain, who patterned after Marino. Yes THAT "Dude, you were out of toilet paper so I used your shower curtain" mythic-level Marino. It was a hoot.

After some thinking (and knowing for certain that I can't show up for Mepacon Spring 2011) my events will be (1) a sequel to my Hackmaster "Q" game, tenatively titled "Resident Chaotic Evil," (2) reliving the IOU scavenger (complete with GURPS vs Risus), and (3) Cthulhu Comes to Springfield. Good thing I didn't snag the Simpsons actions figures from Steve, they might actually slow down the vignettes, and create even more SAN-losing situations...

Wednesday, October 14, 2009

(RPG) Halloween Gaming and Rednecks

This past weekend, I drove down with the Missus and little Maja to (1) visit my mother and (2) run our monthly game at Brian's place. Brian got some Neighborhood Redevelopment money and his bachelor oasis looks pretty good now. He definitely gets his spot in the gaming site rotation.

Our main game was a Call of Cthulhu one -shot, "Attack of the Atomic Reptile Bikini Women... in 3-D!" from Worlds of Cthulhu magazine. Basic premise: North Texas band on its way to a make-or-break battle of the bands pick up a leggy hitchhiker, weird chaos ensues. Perfect light-hearted game, particulary since one of the rolled-up on the spot PCs' name was "Light Beer."

We had a great time, and I made one philosophical realization thanks to CoC mechanics: Aliens love rednecks for a reason, they NEVER fail their Sanity rolls.

Redneck #1: "Hey, what's that gray feller with the big fore'ed doing to that cow."
Redneck #2: "that ain't nuttin', my half-cousin Jerome keeps gittin' der done caught doing to that every time he sips a little shine."

Wednesday, September 23, 2009

(RPG) Halloween Gaming!

Ah, October, one of the two months of the year where normal gaming plans change for a holiday! If you're not fighting Lobo with tac-nukes at Santa's Workshop in December, or fighting big bad horror uglies for Halloween, you just can't get in the spirit.

Since we're well ahead of the Wishing Well campaign games, Halloween is easy this year. Although our RPG of choice (or by default) has been Call of Cthulhu, I figured to change things up and instead of adding an installment to our Coal Country Cthulhu - Northeast Pennsylvania game, I would run *gasp* modern era. Not Delta Green, but it still has the potential to be awe -waitforit- some!

Worlds of Cthulhu Magazine #4 has a great adventure: Electric Hoe-Down of the Atomic Reptile Bikini Women... in 3-D!!! take Raising Arizona, throw in a D-level 60's monster film plot, and play Primus for theme music. It will be ridiculous!

It should be pretty quick, so we can whip out Zombies!!! and like we always do, block out the city so there's no place for the helipad