Archive for the 'Gaming' Category

Gaming

Successful Game Mastering 101

Yes, it seems that I’ve decided to go on a tangent about my thoughts on roleplaying.

GM, DM, ST, whatever you call the person running the game, they are the ones that set the mood, lay out the plot, and in general keep the game running. We’ve* all experienced good game masters and bad game masters. I’ve been trying to think of some traits that separate the good from the bad.

There’s no formula to being a good storyteller.  But in my experience, good storytellers have some things in common.  A lot of these things have synergy, and sometimes they’re hard to nail down exactly, but I’ll give it a go, based on my personal experience (both as a game master and as a player).

  1. Make sure both you and the players are having fun.
    That’s what this is all about, right?  It’s your duty to make sure that the players are having fun, but be sure that you’re having fun running the game, too.  It shouldn’t be a chore!  On that note, know what type of game your players like, and try to give all your players what they’re looking for.  Does Al really love combat and number-crunching, but Bill loves plot and intrigue?  Find a way to mix things up so that everyone gets to do what they enjoy.
  2. Make sure the player characters are the stars.
    Pretty much all players have the most fun when their characters are doing cool things.  So let the player characters have the spotlight, and do cool things.  One of the mortal sins of game mastering (which I’ve committed myself, sadly) is tossing in powerful NPCs on the players’ side, and making the players themselves into side-characters.
  3. Give everyone their time in the spotlight.
    Related to the item above, make sure each player has their time to shine.  Some players like to hog the spotlight, so you do have to be careful of that.  On a related note, if the group splits up (as player parties have a tendency to do), make sure that you’re giving each sub-group an appropriate amount of time and attention.  This also means that you should switch your attention between the groups on a regular basis; no one should sit around and twiddle their thumbs for an hour.
  4. Be flexible.
    The players will absolutely fuck up your plot and take it in directions that you didn’t necessarily want it to go, or didn’t foresee.  When given clues that seem as obvious as a sledgehammer to the face, they will overlook them.  When given ultra-subtle clues, they will connect the dots way earlier than you expected them to.  If you just want to tell a linear story, then write a book.  Roleplaying is an interactive experience of telling a story, and though you as the game master might have more sway over things than players, avoid railroading your players at all costs.  I personally find that it’s better to give players challenges without having set solutions in mind, to promote this sort of flexibility and to allow the players to really flex their creativity. More often than not, you’ll be pleasantly surprised by what they come up with, and players’ creativity should be rewarded.
  5. Be creative.
    No one’s saying you have to be the Picasso of the game mastering world.  But do try to explore some different themes in your games.  Mix up your NPCs — maybe the antagonist one storyline is an evil plotter, and in another it’s a relentless thug, and in another it’s someone with good intentions but an “ends justifies the means” mentality.  Use different voices and mannerisms when speaking as different NPCs. Tricks like including physical handouts or representations of in-game artifacts (an old photograph, half-burned note, etc.) and using some non-invasive background music are good ways to help immerse the players and set the mood.
  6. Control the game session.
    Don’t bring a whip to crack at anyone who ventures off-topic or out of character (unless that’s your bag), but do remember that you’re there to play a game.  Don’t let a rules discussion go on for 20 minutes — just say, “This is what I’m ruling, we can talk about it after the game.”  If you’re running a one-shot at a convention, feel free to say, “Okay, I’m making it a rule that the party has to stay together. We don’t have enough time to deal with splitting up.”  This is also related to #3, above.

What do you think?  Are there any important traits that I left out?

* By “we” I mean people who have done a fair amount of roleplaying, so probably most of the people reading this. :)

Gaming

Character Creation, Part 2

Last time, I outlined a few ways that I’ve seen people go about creating characters. So this time, I’ll go over how I do it.

Sadly (or perhaps it’s a good thing), there’s no one formula I use. Sometimes I will think, “Wow, that’s a neat power/ability! I think I’ll design a character around that.”  Sometimes I’ll be intrigued by a character in a movie or book, see a synergy in them with another character from some different series (or half-formed concept already lurking in my brain), and combine the two (or more) into something new.  Sometimes I hear a particularly awesome song and it just gives me a concept.  That last was how I made my character Sammael; here’s the song (not sure if this will work in Facebook, so if not, the file is here):

 
icon for podpress  Dark Angel [2:57m]: Play Now | Play in Popup

The child-like-yet-creepy tune gave me the image of a kid in a cathedral with dead bodies all around him.  I let the scene play out in my head, and created a character from the result.  What caused the scene?  What happened before?  What would it do to a child, and what would they end up like after?  Just a small jump from one step to the next, and by the time it’s done, you have a character.

But more often than not, inspiration strikes randomly. I’m not sure what path those neural impulses take, but one minute I’ll be all, “Mmmm, steak,” and the next it’s, “Wouldn’t it be neat if there were a modern-day cop who worshiped Aztec gods and made human sacrifices out of really evil people that got let go due to legal loopholes?”

So if I had to nail down a formula, here would be the steps (though sometimes the order shifts drastically):

  1. Figure out the character concept — the core of who the character is, what they do, and why.  This part is actually pretty easy for me.
  2. Flesh out the personality.  Give the character some quirks.  If the character concept follows a stereotype, find some ways to break the mold.
  3. Write a background story.  This part is also pretty easy, but requires a bit more discipline.
  4. Fill out the character sheet.  Also easy, once the above are complete.
  5. Come up with a name for the character.  Hardest part, almost without fail.

I’ve found that once I’ve done 1-3, the character sheet comes almost without thought.  By that point, I know the character.  I know what they’re good at, what they like, what they would have practiced and studied.  So filling out the skills, powers, and the rest of the character sheet is easy.

Step 5, ironically, probably takes me longer than any of the other steps.  I don’t like just giving a character any name; I like to give them a name that “feels” right for them, that evokes the right emotions, and that often takes a while.

Overall, I find that I enjoy characters as much as playing them, on average.  Sometimes I have more fun making the character than playing it, or vice-versa, but in the end it’s about even.  If there’s one thing I like about being the storyteller/gamemaster/what-have-you, it’s that I get to create and play a bunch of different characters.

Gaming

Character Creation

This is talking about character designs in roleplaying games, and here I mean actual games where you take on and play a role, so not games like World of Warcraft.  An experience/level system does not a roleplaying game make.

Creating a character is one of the defining parts of roleplaying games, and as a player it’s the first thing that you do after acquainting yourself with the rules (or sometimes even before that!).  Your character is the extension of yourself in the game world, the one and only tool you have to interact with the story.

I think there are as many different ways of creating a character as there are players who create them, if not more.  But there are some general themes people tend to follow.  There is no best way, except the way that is best for you personally.  As for me, I tend to use many different methods, depending on how inspiration strikes.

Some people just play themselves in a game.  The character’s personality is the player’s personality.  The primary benefit is that you don’t even have to pause to think what your character would say or do in any given situation; your character reacts as you would.  There is no qualm of, “Would my character be upset by this?  Would s/he like this person?”  Especially for many people new to roleplaying, this is the easiest way to get into it.  You’re playing the role of… yourself.  On the downside, the line between in-character and 0ut-of-character is easy to blur.  Someone insults your character, it’s easy to take it as an insult to yourself.  Your character fails, it feels more like you’ve failed.  So while I might recommend this for people new to roleplaying, I’d always recommend it stressing those warnings.

Some players take inspiration from other sources when creating a character.  ”I think Spike is really awesome, so I’m going to create an Exalted version of him.”  This is very common, and has a similar benefit as the “playing yourself” method of character design.  You’re already familiar with the character, so you have a better idea of how they should react when presented with any given situation.  Personally, I like melding different sources and adding a twist, to create something my own.

Some players create something entirely from scratch, or from different inspiration altogether — maybe a song, or a line from a poem.  This is probably the most challenging method of character creation.  You write the background, and you try to get inside the character’s head, but really until you’re playing the character, it’s hard to get a handle on it.  But eventually, this is where characters can take on a life of their own — where, in thinking as the character might, a thought or line comes into your head that never would have, otherwise.  Of course, sometimes people who successfully pull this off end up playing the same character over and over again, because they like their creation so much.  When you create something awesome, it’s easy to get attached to it, which runs many of the same risks as playing yourself does.

I personally tend to use a mesh of the previous two paragraphs.  I’d be interested to hear other people’s takes on how they go about it.  In my next post I’ll go into a bit more detail on some of my own methods.

Computing, Friends, Gaming

Roleplaying Via Google Wave

First off, let me say that I’ve only been in one Google Wave gaming session so far, and have seen a few other sessions.  So I haven’t done very in-depth or broad testing of this stuff.  Also, Google Wave itself is evolving — it’s still in beta, so I’m not going to talk about bugs, or technical issues that I’m sure will be hammered out.

My friend and former coworker Justin Achilli is running a 3.5 D&D game via Google Wave, as an experiment in its viability for online roleplay.  He’s shared his own thoughts, and I’d like to share a few of mine from a player’s perspective.

So, from my perspective, so far I’m getting exactly what I expected.   It’s somewhat of a mix of playing via live chat (of which I have several years experience on White Wolf’s now-defunct moderated chats) and play-by-post, with most of the advantages and disadvantages therein.   I’ll list some below, and again, I’m going to refrain from putting any disadvantages down that I expect to be addressed (e.g. it’s still fairly slow and has the occasional glitch).

Advantages (compared to tabletop)

  • It’s easier to schedule.  No transit time to/from; just log in and bam, you’re in game.
  • When a player misses a session, the playback feature makes it easy for them to get caught up.
  • It’s possible to narrate aspects of your character’s actions in more stylish detail.
  • It’s easier to have secret side-conversations where necessary (no passing of notes or leaning over and whispering).
  • There’s a complete record of each session, which game masters or payers can look back on (or search) if they’ve forgotten something.
  • It’s possible for several people to type simultaneously without the “talking over one another” effect you get in real life.
  • It allows you to multitask without being distracting to others.

Disadvantages

  • Hell of a lot slower-going than tabletop for character interaction.
  • Even slower than that for combat — and the more crunchy the combat, the slower it is.
  • More impersonal.
  • Can’t use things like mood music/lighting to set the mood (though it would be easy to use a third-party app to stream a playlist).

Overall I prefer tabletop, but I do like online mediums (including Wave) as an option if tabletop isn’t.   I think Wave offers some advantages over both chat-based and PbM/PbP play as well — it’s the best of both worlds when talking about those two options.  I also think Wave is better for more story-centric games/systems than crunchy games, but I’m sure that there will be a number of plugins (or “robots” as Wave calls them) for that sort of thing.  There are already some robots for things like dice rolling, maps, and other such things.  I’m excited to see what can and will be done.

Gaming, Life happenings, Work

DragonCon 2009

I didn’t go to a single damn panel this year. There was lots of partying, drinking, and… well, that sort of thing.

My Hyatt roomWe stayed in the Hyatt this year, and I have to say that having a balcony is very awesome. It was good for socializing so that everyone wasn’t in one loud heap, and also let the smokers go out to smoke without having to leave the room. I have heard good things about the Westin though, and from a brief stint there trying to find a room party (and failing), it looked to be quite a nice hotel. So perhaps I’ll have to have a look at their rooms and prices for next year. Would also be nice not having to deal with the convention elevators. This year the Hyatt updated their elevators I think though, because when we had a full load it went straight to the bottom floor instead of stopping on every single floor as in years past. Made the elevator wait time more like 15 minutes instead of 30-45 minutes.

Sean doing body shots off Cary

Sean doing body shots off of Cary

I didn’t really expect my room to be a party room, but these things happen. I could not have predicted some of the things that happened, as seen to the right, but everyone had fun. :) I was very glad to see my GenCon friends Daniel (aka Frodo) and Lia there, as well as Stephanie and Shawn, and Kirstie and Shaun, and Corinne and Sean and… holy crap, I know too damn many of those Sean guys, and every damn one of them spells it differently! Sean Fannon was holding the Court of Bedlam, in which I was bequeathed the Count of Carousing, and also assistant barkeep. I mixed some drinks, and they were… well, let’s just say stronger than I intended. However, that was perfect for the Court. These are not amateur drinkers. They like their vodka crans to taste like vodka with a hint of cranberry.

I think the most memorable night was MC Chris’s birthday party on Sunday night. I had just the right amount of booze for a good buzz, the atmosphere was very high-energy, I saw an old friend from Colorado, hung out with Loryn and other good friends, and afterwards my friend DJ Catt Ninetails spun some 80’s music, and there was impromptu dancing by attractive women on stage. I’m a sucker for cute dancers, especially if they’re in thongs.

I won’t bore you with the mundane details, but some other random highlights include my (well technically, Loryn’s) luggage breaking due to being overloaded with booze, condom balloons, and finding that there is a leather clothing maker about 1/2 mile from where I live.  Also, chicks kissing.  Can you dig it?  I said, “CAN YOU DIG IT?!”  10 movie geek points if you get the reference without doing a web search.

Computing, Gaming, Reviews

Champions Online – Initial Impressions

For my initial impressions, I am going to leave out issues that are obviously bugs — the game doesn’t even officially launch for 2 days, and there really aren’t that many bugs to speak of.  Far fewer than I’ve seen in most products at release these days, in fact.  In any case, this review will be pretty scattershot — a lot of 90 degree turns.  So strap yourself in.

Character Creation

First things first: the character creator.  It’s even better than the one in City of Heroes, which itself was lightyears ahead of everything else I’ve seen.  However, I say “better” with a few caveats.  The Champions Online character creator is lacking some costume basics — for example, there is only one option for an emblem on your back, no option for a trench coat, and other small things of that nature.  It’s also tough to find some of the options; they seem grouped somewhat unintuitively to me (for example, the “Shirts w/Integrated Shoulders” section has no items that have integrated shoulderpieces).  But from my experience with City of Heroes, I know that this will be fixed in time.  I think one of the things they were trying to do was avoid copying City of Heroes costume pieces.  In fact, I’d bet they went to great lengths to do so, for legal reasons.  And with the huge library of things available in City of Heroes, it will be difficult to come up with new pieces that are notably different in Champions Online.

Depth of Play

The game definitely has more depth than CoH.  Around level 5, you start working with the crafting system, in fact.  This is a little too soon for my tastes — I like to just run around and get the basics down for the first hour or two of play, myself.  Were I not already familiar with the CoH crafting system, I would probably be confused by this.  Actually, I am familiar with the CoH crafting system, and I am still a little confused by this.  The main way to build things seems to be by deconstructing items that you get (akin to disenchanting in World of Warcraft), and then using those base components to build something.  You also gain skill much faster by deconstructing things than by building things.

Speaking of level 5, you get a fast-travel power at level 5.  I have not the words for how awesome this is.

Annoyances

This brings me to my first annoyance.  Latency.  This is a huge one.  I’m not talking about real “lag,” but rather when you press W to go forward, it takes about 0.5 seconds to start going.  Same when you let off to stop.  Which isn’t even noticeable when you’re running around normally, but once you get that travel power, it can make you overshoot your target by about 30 feet.

Another annoyance is the aggro range of mobs, which is ginormous.  Actually, I like this in theory, because it seems more realistic.  Seems pretty silly that if you’re thumping some dude’s friend 30 feet away, he’s not going to come over.  However, the problem is that in most of the zones (that I’ve been in so far, anyway), there are mobs strewn about every 30-40 feet.  When you fight one small group, at least one adjacent group generally joins the fray.  This gets really annoying when you’re trying to fight a mini-boss, and/or when you’re about to die and attempting to run to a safe place.  It’s also bad because you can’t pull the camera out very far.  I like for my camera to be out to where I can see around 3-4x the aggro range around me, at least.  Can’t do that here.

Combat and Missions

This is also made more of an issue by the game’s AI, which I must say is fairly good.  If you’re using a bunch of close-range attacks, and your opponent has a ranged attack, then they will generally try to distance themselves.  Villains and sometimes even normal mobs will go out to get reinforcements.  This makes the game feel a lot more realistic than other MMOs I’ve played, and also adds a bit of challenge

The combat system is pretty straightforward, aside from one thing: blocking.  You can press the Shift key to block attacks.  This is very important in a lot of villain fights — there will be a visual indicator (starburst usually) over the villain indicating that some big attack is coming.  If you don’t block, you get walloped for a big chunk.  If you do block, then it’s not so bad.  It makes combat feel more active.  They still need to work on the targeting though; often you find yourself in the middle of a pretty big group, and tabbing through to get to that villain isn’t always feasible.

I really like the mission system overall.  It shows you on the map and minimap exactly where your objectives are, circled in the case of objectives that are in a general area.  When you mouse over it, the mission name comes up you can click on it to open a description of the mission details.  Very nice for keeping track of what you’re doing.  There are also impromptu group missions, that you don’t actually have to group up for.  For example, aliens are invading and when you come near the city defense system, you can jump in and start helping to defend it.  There are several phases to this, with different objectives (defend the cannon, get parts for it, etc.).  When you’re through, it opens up another quest for you, and it also shows you a ranking of who helped the most.  Then the mission resets.

I think this open mission system is really great, because a lot of MMO players frankly aren’t very social.  It can be tedious and annoying to get a group together.  But if you can just jump in and coordinate your efforts, then you skip all of the awkward and sometimes tedious rigmarole of forming  a group.  Plus, it’s very superhero-like to see a situation, then just jump in.

Overall Impression

Overall, the game feels much more superhero-like than City of Heroes.  You can take out the mooks and minions like chaff (unless you do something dumb and really overload yourself), which is thematic.  The game has extremely customizable character aesthetics, even more so than its progenitor.  It’s a lot deeper than City of Heroes, which I hope translates to a more sustainable end-game.

Computing, Gaming

Champions Online

This is a post for MMO gamers (and possibly comic fans). The rest of you should probably feel free to skip it, lest your eyes glaze over.

At GenCon this year, I spent a fair amount of time at the Champions Online booth. This is a superhero MMO made by Cryptic. Yes, the same Cryptic that produced City of Heroes. This is, essentially, City of Heroes+++. It was both sad, but informative, that almost every question and comment I overheard was comparing CO to CoH.

There are cosmetic improvements. The game looks a lot more comic-book-like, with the thicker black outlines and cell shading. You can customize how your powers look. Do you want that power beam to come from a jewel in your forehead instead of your fists, or maybe from your chest? You can make it so.  There are even more character appearance customization options than in CoH (an almost overwhelming amount, in fact).  There are some cool gameplay improvements — you can mix and match powersets as you please, so there are no set archetypes, for example. You get 14 total powers at max level (if I recall), and you can mix and match them from different power sets as you please.

But what I really want to talk about are the more groundbreaking aspects of this game.


Perhaps the biggest is player-created arch-villains. At level 20, you start getting clues that someone is watching you. For example, you might find some pictures of yourself during the last mission. These develop into a storyline, and then at level 25, you actually design your own arch-villain. You choose their power set (though not specific powers), design their look, determine what sort of a villain they are (mastermind, mad genius, thuggish brute, etc.), and you even design the look of their minions. You proceed along a storyline that culminates in an epic battle, and your arch-nemesis being jailed.

And then, you get to make another one. Think Batman here, putting people away in Arkham Asylum. And just like that, sometimes your villains will escape and come after you. Sometimes several of them will escape. And if you group up with people, sometimes your arch-villains will also team up against you.

I haven’t seen this in action yet, but if the implementation is as cool as the idea, this could really go light-years forward in making an MMO feel more personalized. I’m very much looking forward to it.

On a technological level, everyone is on one server (just with different instances of zones). That’s right, no more, “Oh you play too? Awesome, what server are you on? … Oh, well I guess I could maybe make a toon on that server.” All MMOs should do this, and I think in the future, I think most will.

But this brings up another issue: it is (or, can be) sometimes difficult to find an unused name in an MMO when everyone is split between servers, much less with everyone on the same server. Well, you can use whatever name you want, even if someone else has used it. You’re uniquely identified by your account name + character name. So there can be fifteen Shadowbats, or Tits McGees. I’m not quite sure how I feel about this, but I think I will like it.

There are Open Missions, which I think have promise.  As you’re flying by somewhere, there is a bank robbery in process.  You, and other heroes, can intervene.  No creating a group necessary, you just jump in and do it, and get a mission reward at the end of it corresponding to how much you helped.  This I will have to see in action, but I love the idea.  Helps a lot in making the game more… well, open.

On the marketing side, they’re offering a lifetime subscription option for $200, but I believe this is only good until the release date of September 1st. It’s ingenious from a marketing perspective (City of Heroes was also very good when it came to marketing ploys). From a consumer perspective, I feel like I’m taking a $200 gamble though. Sure, in about 14 months it’s paid for itself. But what if, once the game goes live, I don’t like it after 6 months of play? I suppose I could always sell my lifetime membership to someone else, but I’m relatively sure that would be against the terms of use.  I will note that I’ve gone ahead and ordered a lifetime subscription, and am feeling a little unsure of it even though I think this game has a lot of promise.

Overall I’m pretty excited.  There are other cool features to this game that I haven’t even touched on, and it seems like CO is doing a better job of appealing to both casual players (like me) and hardcore gamers, though still with more of a focus on the casual player.  My preorder copy is on its way, and once I get that I’ll be able to delve deeper into this game.

Gaming, Life happenings, Work

GenCon

Yes, I hardly blog any more.  Just don’t have the drive — mostly it’s my own OCD that demands I include various pictures and so forth, which honestly just takes a lot of time.  However, a friend asked if I had blogged about GenCon, and maybe the other two of you who read this might like to see some pictures and hear about it too.  So I blog.

Me Dicebagging Lydia

Dicebagging

This year GenCon was a little different for me.  In previous years, I’d gone with Lydia and Dustin, and awesomeness ensued.  The picture at left has a brief story behind it, for example.  First night of GenCon, and our room was making a ruckus.  A random passer-by (who we now know as Frank) with an amazing beard and mustache popped his head in and said, “You people sound like you’re having fun; mind if I join in?”  Of course we invited him in.  At some point a few minutes thereafter, someone (I think it was Frank, but I can’t remember for sure) suggested the idea of dicebagging.  Like the geek version of teabagging, you see.  I jumped up, and proceeded to dicebag the hell out of Lydia — what a great sport she is!

This is just one example, and Lydia and Dustin seemed to be co-catalysts to many fun and zany moments such as this.  This year, neither were there — Lydia because she is doing noble things with the Peace Corps in Swaziland, and Dustin due to monetary issues.  There were other awesome cohorts there, sharing hotel space, but they tend to do their own thing, as do I, and our paths cross at irregular intervals.

So, lacking my Dustin and Lydia, I did more work-oriented things this year.  There were several sushi dinners, and things of that nature, but I’ll just hit the notable points.

Thursday night was BeerCon (yes, I said BeerCon), hosted by OneBookShelf and Goodman Games, held at The Slippery Noodle.  On the downside, I had to miss True Dungeon to do it.  there was a small SNAFU at the door — apparently it was a blues night with a cover charge, whcih caused some confusion.  Also, the BeerCon event was quite popular, and the downstairs room we were in was packed to the gills, and pretty noisy.  On the good side, there were cool people there, and I got to have a few drinks on the company (as did everyone else).  Talked to Eddy Webb at White Wolf, my coworker Sean Fannon — no wait, that’s Sean Patrick Fannon.  He really should introduce himself that way, a la James Bond.  ”Sean Fannon.  Sean Patrick Fannon, at your service.”

bnw-concert

Brave New World concert

Friday night was the Brave New World concert hosted by Reactor 88 Studios and Matt Forbeck, featuring some video previews of the movie and a live performance by Makeshift Prodigy.  The band was decent, but the lead singer actually had a pretty good set of pipes (in my admittedly unprofessional opinion).  After that there was a get-together at Subterra Lounge.  It was a trendy club, pretty small, but the drinks weren’t too expensive, and the bartender was good about getting drinks.  For me, anyway — it helps to tip well. :)  Got to talk to some old acquaintances, like Will Hindmarch, former Vampire developer for White Wolf.  He’s doing some independent projects right now, which seem to be getting a fair amount of traction.

After that, we (my boss, Will, and a few others) went and had some drinks at a cigar and scotch bar with the White Wolf crew.  I had some Oban, which is a single malt scotch that I remember being very smooth.  What I was given at this place did not taste smooth, to the extent that I wondered if it was Oban at all.  It tasted more like a Jameson, or maybe even Laphroaig, but definitely not Oban.  I managed to pace myself to avoid drunkenness at least.

Here you might note that so far, I haven’t mentioned playing any games, or anything other than drinking or carousing.  Well, that’s because I pretty much drank and caroused all weekend long.  I played one game, the card game Munchkin, on Saturday for the first time ever.  That was the only gaming I did.  However, that was quite fun, and I got some random swag from it due to a passing-by staff member who was giving swag to whomever was currently winning games.  I played with hotel room-mate Mark, and his friends Paul and Alix.  We had lots of fun with it, though we didn’t have long because of the weekend’s big event: the White Wolf party.

ww-party-1

Alix and Me

Yes, the White Wolf party.  The highlight of GenCon.  The night where the drinks are free, the hot goths are out, and inhibitions are hiding in the corner curled up into a little ball.  Within the first five minutes I was groped, and had my ass critiqued by a group of people whose goal in the night was to get their friend laid.  I try to stay away from former coworkers though.  Except Chris McDonough.  If you’re reading this Chris, you know I always reserve the manlove for you.

The club had two floors, various beds and sofas, and a dance floor on each level pumping the goth/industrial/new wave/whatever.  I think I’m developing a tolerance to Captain and Coke, because after 5 of them (not lightly poured, either) in fairly quick succession, I was barely feeling buzzed.  I mingled, drank, and dragged Alix onto the dance floor.  Okay, she was willing, but it sounds better if I say I dragged her onto the dance floor.  Caveman style.  Our friend Mark was apparently having a rough night, but I’ll be damned if I let anyone not have fun around me, and Alix and I managed to cheer him up some.  Kung Fu makes everyone happy, I’m just sayin’.  I also forced Paul to chug water.  He doesn’t drink, he is skinnier than I am, and he was tore up.  I knew he’d be hating himself the next day, and sure enough, I got some profuse thanks for practically forcing the water down his throat.

Mark and Cate

Mark and Cate

Overall this year’s party was more tame than in previous years.  There was no impromptu photo shoot like last year, wherein I was told to get my ass over there, take off my shirt, and pose with random goth girl.  There were no antics with kickballs and street signs that had been drunkenly torn up out of the street, nor breaking into hotel swimming pools and proceeding to breaking the pool.  There was, however, an afterparty for a limited number of people in the penthouse suite at the Omni, which was fun but crowded.  A couple of friends I brought with me designated themselves as bartenders, and apparently were very well-liked for that — also, they got a fair chunk of change in tips.  Broken bottles notwithstanding.  The suite was well-stocked with alcohol and mixers; these people are professionals.  Nothing of note really happened there, other than it being packed like sardines, and security being called for the noise disturbance and breaking up the party.  Oscar Garza has a psychic sense about these things — a few minutes before the pigs came, he said, “I’m leaving before the police get here.”

Sunday, as per usual, was pretty low-key.  People leaving early, checking out of hotels, some farewell dinners and so forth.  It was sad to say goodbye to friends both old and new, but several of them will be at DragonCon.  And that, my friends, is where the real party is at.

Featuring our beloved PhotoGnome.

Featuring our beloved PhotoGnome.

Friends, Gaming, Life happenings, Work

Overdue Update

I haven’t really felt like writing much recently — I suppose I’ve just been preoccupied with too many other things in life.

The big news is that my company has decided to ditch the office, so I am now working remotely full-time.  I’m still doing a weekly face-to-face lunch meeting, because I think face time is important, but other than that I’m chillin’ at home during the workday.  This week has been the first week of that, and it’s definitely taking some mental adjustments, but I’m really happy about this change.

This also means that I will have much more flexibility to visit a lot of my friends.  Aside from those weekly meetings (which I can skip from time to time), it really doesn’t matter whether I’m working from my house or Istanbul, as long as I can keep the same working schedule as the other employees.

In other news, I was invited to a Halloween party at the Playboy mansion.  Sadly, it’s a bit late notice and the person who invited me really didn’t have his ducks in a row, so I’m not going to be able to make it.  Which is a pity, since it looked quite cool — professional set creators had designed a haunted house, actors walking around in zombie makeup, Paul Oakenfold spinning (though I am told by a very reliable source that Oakenfold got pwnt by the DJ Sarah Collins when spinning in a club in Seattle), and of course boobs galore.  I was seriously considering getting a captain’s hat and going as the Motorboat Captain.  Feel free to use that one at your own Halloween parties — so long as it’s not one I’ll be at, in which case I reserve the right to that idea.

On the plus side, this guy pretty much has a standing invite, and the New Years party is looking good.

I’m getting more into World of Warcraft, and will be even more so when Wrath of the Lich King comes out.  When I went to Doug’s wedding in Louisville a few weekends ago, the old gang decided to get back together in an online fashion on the Baelgun server.  I’ll have to roll a Deathknight so I can get a head-start to 55, but I was wanting to do that anyway.  It will be awesome to be in better contact with the guys again.

I hear Fable 2 is the new hotness.  I wish I had more time for gaming.  But when faced with the choice of going out with friends or staying at home and watching a TV screen, I generally take the former.  And in the case of the latter… well, aforementioned Warcrack tends to take up that time.

Anyway, if you’re reading this, and would like me to come visit at some point, toss me an email and I’ll work something out.  Sis, you’re at the top of my list.

Gaming, Humor, Life happenings

GenCon 2008

Whew. Finally through with convention season. Why is it that we so often need a vacation to recover from our vacations?

This year’s festivities were confounded somewhat by a database issue at work that I’m still dealing with now, to a lesser extent. Suffice to say, it was my fault, and is the biggest screwup I’ve ever made in my professional life, intensified by a perfect storm of other bad things happening. But, we’re mostly recovered from it, and mistakes are the best teachers.

So in this post, I’ll go over some of the fun times at GenCon.

This year involved more dicebagging, of course. Frank even set up a website for it… though he never approved my account and I’ve therefore been unable to load pictures. I also convinced Lydia to eat three hot peppers at Steak n’ Shake, for the low price of paying for her meal. I think you’ll agree that it was worth it. Or perhaps I’m just a sadist.

Along the lines of discussion, the question was asked, “What is the least compensation you would accept for macing yourself in the face?” Talking about the chemical here, not the medieval weapon. Initially the thought was, “Would you mace yourself in the face for X dollars? What about half that?” And so on. But it evolved into questions such as, “Would you mace yourself in the face to temporarily be changed into a member of the opposite sex for a day? What if part of that was that you’d be a poorly-endowed member of the opposite sex?” In this discussion, I learned that Lydia is secretly very blatantly a sexual misogynist.

The White Wolf party was a bit more strict this year, actually requiring invites at the door. But, as always, it was an open bar, and this time it was split into two sweat-drenched levels of fun. There was an impromptu photo shoot. Word to the wise: whenever someone says, out of the blue, “Are you ready?” the answer is, without fail, “Bring it ON!” Except envision that said in Brock Samson’s voice in your head, then do your best impression of it. Suffice to say, I was made to remove my shirt and bite random goth chick’s neck. Pictures might or might not be forthcoming on the White Wolf website, depending on the laziness of the people involved in the photo shoot.

Note to self 2: stay away from drunken bisexual dudes. Next time, it will end in blood.

The after-party with the White Wolf folks was somewhat low-key, but we brought the DJ along for the hell of it anyway. Afterward I had to deal with a drunken bitch (drunk to the point where she literally couldn’t walk) who insisted that she was all right to drive not only herself, but a couple of other people who came with her, home. Sometimes I hate having to be the good guy. That one ended up being a couple hours of hassle, and me letting her stumble off to try and find her car. I thought about calling the cops to detain her, but honestly I don’t care that much.

I’ll keep the roleplaying stories to a minimum, since that’s only interesting to a select crowd (and also, I was only in two games this year). Dustin ran an Exalted LARP that was a continuation of games from previous years. My character was on trial for killing the person who was likely to become Empress. Part of the game was that each character was given a motivation/goal for each scene, and in the trial scene my character’s goal was to bed one of the members of a certain house/clan. Long story short, there was really only one option: the judge herself. I came a breath away from managing it, too. Note to self: follow instincts always, without question.

Dustin also ran a Seventh Sea game. This system, for those not in the know, is made of pure awesome. It’s a game set in Renaissance times, normally centered on piracy. It is epic to a sometimes-silly level, and has such rules as: your character can never die, and when you do something awesome, you get extra “drama dice” for it. The game itself involved undead sheep invading what was supposed to be a child’s birthday party, in a mansion. I think that just about sums it up.

Met some cool new people over the weekend (Michael, Christine, others whose names I forget), which is always fun. Drank a lot less than I expected. At the White Wolf party I was making a conscious effort not to drink myself into a stupor. Which, in hindsight, was a mistake — drink deeply or taste not, and all that. There was only a brief respite (or it felt brief, anyway) before it was time to go sprinting around in the woods in 95 degree weather while wearing plate mail armor and beating on people with padded weapons. More on that later, though.

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