All posts by William L. Munn

About William L. Munn

Stories. Games. Storygames.

Con Report: FyreCon 2018

This was my first year attending FyreCon and the second year of this new convention overall. After LTUE in February, I was looking for other writing conventions where I could potentially make a splash as a presenter, and a couple of friends pointed me to FyreCon.

So, here is Drew Gerken with the participants from our Lean Worldbuilding Workshop. This was the final hour of the final day (and also my 7th hour in front of folks talking about gaming and writing in some capacity).

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FyreCon was a fun, if modestly-attended, event. I’m considering attending again next year. But first–

The Bad

The trouble with tacking on gaming at a writing con: it feels like gaming has been tacked on to a writing con.

Yes, there is a ton of overlap.

Yes, FyreCon is focused on genres like sci-fi, fantasy, and horror writing and these are very common in gaming.

It doesn’t mean the majority of attendees are there to talk/learn about writing for games and game design in general.

Also, most of the game sessions were in random rooms in a separate building from registration and the dealer hall. I felt like they might have garnered better attendance if it weren’t a hike/scavenger hunt to get to them.

Finally, Layton is a long drive for me personally. I had to sport for a hotel.

The Ugly

Similar to LTUE earlier this year, The game track needed a boost. Unlike LTUE, there were quite a few excellent panels and workshops lined up, just not enough folks there to attend. Marvelous game designers and writers like Shawn Carman, Alan Bahr, Charles Gannon, and more came to talk, and I frequently saw audiences ranging from 2-5 attendees. Great for those 2-5 people! It’s worth debating if the time special guests spent was a waste.

The Good

Fyecon-logo-purple-no-tag-01

There are a lot of things to like about FyreCon.

The facilities are roomy and well laid out. They were also convenient except for the sessions in the far building. The dealer hall was quite spacious. Common areas were pretty nice with lots of seating.

The sessions I attended were informative and worth going to. I particularly enjoyed Chuck, Shawn, and Alan and the information they provided and the good conversations we had. It almost felt like I had them all to myself at times.

I enormously enjoyed the ability to participate as a moderator, a panelist, and a presenter. The Lean Worldbuilding Workshop Drew and I ran was not only a complete blast to run, but it was also well attended, and everyone enjoyed it. We had such a great time, we’ve submitted a proposal to rerun it at LTUE in 2019, and we may or may not be in the early stages of developing a game around the concept.

Before and during FyreCon, I had some opportunity to converse with one of the excellent organizers, DawnRay Ammon. Her willingness to hear my thoughts and share thoughts with me about how the organizers are considering improvements for the game track next year impressed me.

I suspect that next year will be even better for FyreCon as this is a convention just getting started (remember, it’s only in its second year). Thanks so much for having me!

The real thing I always love about these events is the people. I hung out and talked and played games with many good friends and brand-new ones. We’ll go alphabetically: Alan, Chuck, Drew, JC, Larry, Michael, Natasha, Patrick, Rock, Shawn, Steve, and the people I inevitably forgot (dumb brain), you made this con for me. Thank you!

Moment of the Con

For after-hours gaming at Alan’s house, he ran the original Tomb of Horrors D&D module. I’ve seldom had such a blast or laughed so hard. Shawn Carman manufactured a background for his monk that had folks blushing and howling with laughter simultaneously. We also saw the advent of the great and mighty professional henchman Bronar who in many ways stole the show. Patrick Tracy’s creation spawned an entire series of flash fiction bits you can find here.

For my character’s part, the erstwhile fighter had something in the neighborhood of 4 wisdom (them’s the rolls) and eventually ended up teleported to the opening of the tomb naked and penniless without a sword in his hand.

Oops.

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All in all, I had a great time, maybe helped some budding writers, and met some people I hope to see again. See you next year, FyreCon?

Running One-Shot or Demo RPG Games

I’ve run my share of demo RPG games for old-school games like King Arthur Pendragon and Stormbringer as well as newer systems including multiple TinyD6 games and The One Ring.

For a time, I was part of a group that held one-off sessions for a different game every month. The glory days.

While I enjoy campaign play as much as the next person, there’s always something that draws me to cracking open a new game, rolling up characters, and taking a new set of rules or setting out for a spin.

Not every player likes one-shot sessions, which surprised me at first, but I guess some folks want to get into a character and see them progress either as a person or just “level up”.

For me, sometimes a one-shot is just the thing.

Over the years, I’ve learned a few things about running successful one-off RPG sessions (and I think you’ll find a lot of it holds true for campaigns as well).

Nothing universe-shattering, but I hope these thoughts aid your games or even help you bring new players to one of your favorites!

Set Expectations

Make sure your players know what to expect. Failing to set proper expectations can result in anything from disappointment to outright disaster.

Find out player time constraints if not prearranged, and consider your planned content. Make sure you’ll have enough time to hit the major plot points.

If the content could be offensive to folks, provide a warning. Also, word to the wise, avoid scary or messy props. You don’t want to get punched or puked on.

At least, I think you don’t?

If you don’t want folks checking their phones in the middle of the game, make sure they have that guidance. If you are planning regular stretching, snack, and bathroom breaks, let the players know so they can wait for the foreordained moment.

Above all, set the appropriate social contract. Personal attacks are NEVER ok. Are there any other lines in the sand you need to draw? If you’ve never used the x-card, it can be appropriate when you’re running games at cons or for any group you don’t know. Use your best judgment.

Do What Your Players Want

If everyone enjoys character creation, don’t set them up with pregens. If you aren’t sure how they feel, ask! This may not make sense for games with involved setup, but talk about it.

Talk with players about what kind of game they want to play. Sometimes the group just wants to focus on comic relief and tell jokes, and other times they may be in the mood for a serious or darker game. Try to oblige as possible within constraints of the rules and setting, and if that isn’t possible, maybe you’re playing the wrong game for the group.

Don’t Do What Your Players’ Characters Want

It’s human nature to struggle. Make sure to seed conflict and difficulty into the session. If a risk of character death doesn’t exist in a one-shot, you may be doing it wrong.

I’m not saying TPKs and broad use of GM fiat are necessary. Just don’t make things too easy. That way lies boredom, one of a gamemaster’s worst enemies.

Minimize Up-Front Explanation

When you’re going to run a multi-session campaign, it may be ok to do something of an info dump during the initial sessions. For a one-time game, you’ll have to keep this to a bare minimum.

Instead, keep your session tight and introduce rules and setting as much as possible through the course of the game. Does this mean you don’t tell the players about the Camarilla if you’re playing Vampire the Masquerade or about Uther’s more arbitrary/mistrustful tendencies in Pendragon?

Maybe. If it’s central to the adventure, find a way to work it into a conversation with an NPC so the game can get going.

Don’t skip telling folks what type of dice they need. I’m just saying that if you’re playing a Fantasy Flight RPG with all those custom dice, you may just want to guide them through the roll resolutions and gloss over the 17 pages of dice rules (or don’t play a game with 17 pages of dice rules).

Another helpful option for more complex games is to download or create rules cheat sheets for players. Give them something to refer to while they are planning action. While they are great for many folks, I don’t always love cheat sheets. Some players can get too focused on the tool and miss what’s going on in the game.

Me. I do this. Ugh, I’m the worst.

Anyway, know thy players.

Keep The Story Tight

Most games either have a couple strong themes or they are more generic and can work for a variety of scenarios. In either case, stick to a strong idea even if you have to develop it yourself.

When playing Planet Mercenary, it’s mayhem and next-grunt-up comedic violence. When it’s Pendragon, you’re talking chivalry and romance. For a game like Tiny Frontiers: Revised, pick a micro setting and run with one of the adventure prompts or develop something fun on your own. Same for Savage Worlds, select a setting you like that’s thematic and shows off the rules.

Nothing will kill a one-shot faster than giving too many options to inexperienced players. Sandbox games can work great, as long as you have veteran players and they understand the setting.

An alternative, if your game supports it, is to involve the characters in some quick worldbuilding and plotline creation. Tough to do in limited time, but I’ve seen it work. There are toolkits to support this approach if your game doesn’t do it out of the box. I even have one I’m thinking about developing.

Sample The Game

Some micro RPGs and minimalist systems lend themselves to covering everything in the one-shot format.

When talking about a 400+ page core book (see Pathfinder, Shadowrun, Zweihander, Mage, and countless others), you won’t show everything. Still, if the game contains combat, make sure there is an encounter so players can see how fighting works. If there is sneaking, make sure they have cause to sneak. Basic mechanics are a must, as is direct use of primary abilities.

When the title has special or unique mechanics, make sure they take center stage. The One Ring’s hope and shadow and travel rules are good examples.

If the central concept of the game involves characters taking control of the narrative at times, make sure they do that. Horror/madness aspects, etc. should all be built in if relevant.

Pacing

There are entire series of articles, dialogs, and diatribes about pacing in RPGs as a whole.

If you’d like more detail, I recommend reading what Justin Alexander has to say on pacing for starters. I’m not going to attempt to duplicate that knowledge here, but I will say this: pacing is vital in one-offs. I’ve outlined a few of the component elements above, but I’ll to boil it down to what makes the most sense to me in a one-off session.

Don’t let your players get bored.

If everyone loves the role-play elements, they might have a great time discussing reactions to a philosophical quandary you’ve placed before them for some time.

If your players are action-oriented, make sure to keep the action flowing.

When you inevitably have a mix of role-play and “roll-play”, then you’ll have to use more tools from your GM toolbox to keep things moving along.

The key is to keep an eye on the group and minimize time where people seem disengaged.

Have Fun

This shouldn’t be the last point, but somehow it is.

Don’t forget, if you’re having fun, odds are the players will be too. If it’s clear to them that you aren’t enjoying yourself, that mood can rub off on the whole group.

A little Leadership 101 for you: a leader (this means you, gamemaster) tends to influence those around her/him like Patrick Stewart in a room of Trekkies. He can’t help it, but you can bet he’s aware. You can bet Sir Pat knows that if “Captain Picard” loses his cool on a group of fans, it will result in a negative experience for all involved.

Make sure to use your GM influence with proper intent. Be aware of your own feelings and use them to the advantage of the game. Keep them in check otherwise.

A great storyteller having fun will always attract players. I learned this watching my friends Alan B. and Mike S. pack their living rooms with diverse players repeatedly through the years.

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Thank you: Ben, Michael, Brett, Alan, Tyler, and the others who saw this article at varying stages of completion and helped me mold it into something I hope was worth your time. Your contributions were amazing, and any remaining silliness is just an artifact of my weird and possibly disturbed psyche.

Please share your stories of running one-shots with me in the comments or on Twitter. I’d love to see your ideas on running the format or just some fun stories from your one-off games.

Buffy First Watch – Season 1 Episodes 5-8

I’m back. Even though episode 1.4 was a total drag, we’re going to press forward. This is my very first viewing of Buffy the Vampire Slayer, and it’s only been 21 years since the show first aired.

As long as I can bear it, I’ll keep writing about the experience. You’re welcome?

1.5

Can’t a girl get a minute for a date? Nope.

Ah, the logistics of pagers. A beautiful plot device lost to the past.

Stacking pillows in front of the door. That’ll keep the vampires out. Particularly the one locked in the room with you. Also, “pork and beans”. Can anyone explain this line to me?

Mental note: never kill Buffy’s date.

Line of the show, “That was my hopeful ear. Can you repeat that?”

1.6

High school clique as a pack of hyenas. Apt.

Oh. Dodgeball.

Bye-bye principal Flutie. That was pretty dark.

Line of the night: “In his animal state, his idea of wooing doesn’t involve a Yanni CD and a bottle of Chianti.”

Tricky Willow. Love it!

Some fun character development. I like the final bit with Xander and Giles.

1.7

Three against one? No fair! Oh. 3v2 is better. I’ll accept this.

Giles (Anthony Head) is fun. He’s great.

Kissing vampires, Buffy? Shame! Enter Xander’s logic: gotta kill Angel. Big surprise.

Willow gets the line of the night: “Nonononono, no speaking up. That way leads to madness. And sweaty palms.”

Plot twist! Also, I’m all for the death of annoying vampires. Way to go, Angel.

Yes, Xander. They definitely aren’t kissing.

1.8

DON’T OPEN THE MOLOCH BOOK BUFFY!

“The only reality is virtual. If you’re not jacked in, you’re not alive.” – Fritz the best actor EVAR.

DON’T SCAN THE MOLOCH BOOK WILLOW!

Oh… an email love affair with an unidentified person. Could be a circus freak, or worse, a guy with back hair. Nope. At least it isn’t that bad. Just a digitized demon.

Xander wins again: “To read– makes– our– speaking English good.”

By Fritz.

Bye Moloch. A little poetic justice never hurts.

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Conclusion

Still watching. I’m not sold yet, but it is a fun piece of history.

Buffy First Watch: Season 1 Episodes 1-4

Let’s see how far this goes.

A touch of background. I’m familiar with the works of Whedon. In fact, some would consider me a fan. Firefly, Serenity, and The Avengers are all favorites, but I’ve never watched Buffy the Vampire Slayer or Angel. Several friends have stated that 2018  (21 years after the first episode of BtVS aired) is a completely legitimate time for a first watch of the series, so here we are.

I’ll be subjecting you, dear readers, to hot takes episode by episode.

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1.1

Special effects not so special, even for 1997. Not a huge issue, because I totally caught some of that signature Whedon dialog, even if the actors haven’t totally figured out how to deliver it. It’s enough to move on to episode 2.

Gotta love that scary cliffhanger ending. Did that seem disingenuous? It was.

1.2

Is Buffy wearing the cross or not? One second it’s there, the next it isn’t. Conveniently, it is when needed to resolve the cliffhanger from episode 1.

Watching Anthony Head act uncertain and sheepish is unsettling. I’m used to him playing Uther in BBC Merlin where he’s equal parts commanding and xenophobic with a dash of extra crazy. His line about wresting information from the infernal machine (AKA searching the internet) and then going on about how British it was– GOLD.

She can throw the tall skinny teenage vampire 30 feet, but she can’t shut a door?

Line of the night, “I have to have the most expensive thing, not because it’s expensive, but because it costs more.” -Cordilia

The fight sound effects. Ugh. All the sounds effects. Double ugh.

1.3

Willow: That girl’s on fire!
Cordilia: Enough with the hyperbole already.
Girl bursts into flame.

“I laugh in the face of danger. Then I hide till it goes away.”

That creepy moment when mother and daughter go all Trading Places so the mother can be a cheerleader in high school again. And kill, maim, or burn people with witchcraft. Hm. Poetic justice in the end.

1.4

One of the only teachers who doesn’t think Buffy’s a felon goes missing (killed). Xander drools at all the girls/women and in his sleep.

Well, those bushes weren’t attached to anything. Props that look like props. Unfortunate.

Natalie the giant preying mantis substitute teacher. Teen virginity drama. This wasn’t the best of the four episodes.

Conclusion

I’m going to keep watching. 1.4 made me briefly question it, but there’s enough good stuff going on, for now, to keep it interesting. If this were 1997 I probably would be more impressed? So far BtVS isn’t the greatest thing in the world, but I can see the potential. Supernatural, for example, owes a ton to this show.

Games I Need (AKA Kickstarting Now)

I’ll be brief. After flirting with a couple of random Kickstarters back in the early days, I backed my first tabletop game (Planet Mercenary) in Spring 2015.

I’ve been racking up experience/victory points ever since.

At first, I went a bit crazy with it. I was backing all sorts of new games and related products by people who’d never Kickstarted anything before. I scrolled everything in funding state and backed anything that looked remotely interesting– and to her credit, my wife and I are still married. I’ve learned to be more selective to the benefit of the bank account and my sanity. These days I don’t take many risks with unknown companies and pledge for far fewer titles overall, but there are a few companies whose campaigns I never miss.

Two of my preferred creators have projects funding right now. I recommend checking them out:

Tiny Supers by Gallant Knight Games

Alan Bahr and Gallant Knight Games don’t miss deadlines. When they set a delivery date for a KS, it happens by that date if not earlier. Additionally, my love of the TinyD6 line for minimalist role-playing games is well-documented. Check the archives. This one looks like a blast and the current stretch goal is a comic with stats for the characters and an adventure at the end. These games are kid-friendly, but as the line goes, they are simple, not dumb. I’ve played plenty of TinyD6 games with kids and adults alike. If you like superheroes, don’t miss Tiny Supers.

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Escape Plan by Eagle Griffon Games

EGG is a board game company I came across almost by accident. I backed Xenon Profiteer a couple of years back because it looked cool and wasn’t expensive. No other reason. Turns out it’s a great game and it was delivered fast. Now I also have Vinhos and Isaribi, and I’m waiting for The Scarlet Pimpernel to fulfill. Escape Plan looks simply amazing if you like a big crunchy board game and have people to play it with. I can’t wait to get it on my table.

If folks are interested in this kind of article, maybe I’ll write one occasionally. We’ll see how it goes. In the meantime, I’ll get back to work on the Zorro RPG.

RPG Reviews and Review Copies

For Immediate Release (Heh. I always wanted to say that.)

Be it known here and throughout the realm: I do not accept review copies of games in exchange for performing reviews.

It’s not you, it’s me. I only review role-playing games I’ve bought personally. Mostly only games I’ve actually been a game master for, but I may also occasionally review games I’ve only played.

but

If you’d like to enhance the odds of my reviewing your RPG, the only recourse is to invite me to play your game with you. I may or may not accept, but if I do, odds are I’ll buy a copy, and likely write a review.

I recognize there are sites out there doing this, it’s just not me.

RPG Review – Tiny Frontiers: Revised

WILL RAMBLES

Yep.

I’m back with another TinyD6 review.

Tiny Frontiers: Revised was unlocked as a stretch goal as part of the Tiny Dungeon 2nd Edition Kickstarter. As a backer of the original Tiny Frontiers, I admit my skepticism of a revision on a game that is good already. However, there were quite a few awesome new things built into the later TinyD6 games, and I didn’t mind getting those built in by default. When I heard there would be a new set of micro settings, I was sold 100%.

Now, I want to be clear, I wrote one of the new micro settings. It’s called “Bears. In. Space.” and I’m not reviewing it. If you should happen to pick up the book, I’d appreciate your thoughts on BIS. That said, this is the only section of the book I had any part of, I don’t earn any royalties, and I don’t feel biased when I write about the rules, the art, or the other micro settings.

THE REVIEW

Today I’m reviewing Tiny Frontiers: Revised the Kickstarter stretch goal add-on PDF to Tiny Dungeon 2nd Edition by Alan Bahr.

Its a newly revised edition of the very first TinyD6 game released by Gallant Knight Games back in 2016.

1.) Size and Production Quality 

The Tiny Frontiers: Revised book is a lean and focused 160 pages. It has a new (better) art style and has several extras here that weren’t in the original, but I’ll get into that below. The layout is great, as I’ve come to expect in the TinyD6 line.

The original Tiny Frontiers is also a great game I reviewed here. I’ll get into the differences below, but the original book is still available on DTRPG as “pay what you want”. Revised edition PDF is $14.99 ($6.00 DEAL OF THE DAY as of publishing this article). At the list price, I’d buy it. On sale? Wow!

9/10


2.) Art

The cover art is dazzling as you can plainly see! The interior art is black and white in an updated and much cleaner style, and there are a lot of pieces particularly in the Heritage section. Some reuse of pieces, but very little and only when it made sense. Similar to Tiny Dungeon 2E, my lone critique is that I’d like, and would pay for, more art in the style of the cover.

7/10


3.) Content and Rules

I’ll rehash some of this from Tiny Dungeon 2E because a lot of the improvements there have been brought across to Tiny Frontiers: Revised. Tiny D6 games are my favorite minimalist rules RPGs. Any 5 or 6 rolled on1-3d6 (depending on advantage or disadvantage) is a success. Simple and yet flexible for GMs. Lots of optional character creation rules like TD2E and has progression options built into the game. Some standouts: additional Heritages and Traits. Lots of them. Cybernetics and Psionics. All good stuff!

10/10


4.) Game Master Section

This section is enhanced with new rules and plenty of those random tables I like. It also now includes a small bestiary with some example creatures. Optional rules for hacking and combat are nice, as well as a fantastic and detailed reimagining of the starship rules.

9/10


5.) Pre-made Adventure

TinyD6 uses MICRO SETTINGS. The great news is, TF:R contains a whole set of new micro settings. Now, if I were scoring with “Bears. In. Space.” included, I’d have to drop the number because I wrote it. I’m excluding that one, so all I have to say is WOW. I’m honored to have something I wrote resting among this company. Setting by Tobie Abad, Elizabeth Chaipraditkul, Steve Diamond, Dan Wells, Wendelyn Reischl, and Ben Woerner all stand out as a fantastic place to start your sci-fi adventure. I’m raving. I’ll stop.

10/10


Total Score: 45/50

This one grades out just as good as the new Tiny Dungeon in my opinion.

Super game. A very nice improvement on the original. Get it.