I’ve signed up to attend the North Texas RPG Con in June. I had not really planned on going to this, as I though I was going to be involved in family stuff that weekend, but things changed, and what the hell.
It has been years since I’ve been to a gaming con. I’m also going to be running a GURPS Cyberpunk (CyberTex) session on Friday afternoon of the con. I’ve never run a game at a con before, but I have lots of source material to draw from in my campaign. I have four players signed up already, so I’m excited that someone thought it sounded cool enough to play! Looking forward to it.
I’ve also signed up to play two sessions of Call of Cthulhu, once session of Villains & Vigilantes, and one session of classic Traveller. So that’s a lot of gaming. I may still sign up for another Traveller session on the last morning of the con (Sunday). Depends on if I want to drive back out there again. Sunday morning should be nice and easy traffic though.
Trying to get my own gaming group together. Not easy. Hopefully we can play a bit.
Just set the date to start a Classic Traveller campaign. Kind of excited about this. Also, playing on weekend afternoons for just 2-3 hours will make it easier to prepare games, easier to get together, and allow weekend evenings for doing fun stuff with family and spouses. I think it’s a win for everyone. Amazingly, none of our group has any children, so Saturday afternoons are not full of soccer games, birthday parties, or other activities designed to oppress poor gamers.
Planning to use a homebrew setting/universe/subsector-or-two rather than the published Traveller setting. I love the published stuff, but I really enjoy creating my own stuff. That’s a lot of the fun of running a campaign for me.
I discovered the Save for Half Podcast last week, and through that podcast discovered the North Texas RPG Con — a gathering 100% devoted to tabletop RPGs. And it’s here in Dallas! So stoked! I bought a badge for the entire 2018 Con in June, and I’m working on a game session to submit – GURPS Cyberpunk, based on my CyberTex campaign.
I’ve never run a game at a con before, but my players enjoyed my game and apparently my game mastering, so I figured what the hell, what’s the worst that can happen? Everyone has a bad time and hates me? Sure – but that’s fine. I’ll put together the best session I can, and let the chips fall!
I’m especially happy because it looks like this will be the first time GURPS has been played at this con since 2012, when a guy named Mike Kelly GMed a number of sessions.
Anyway, more as this develops.
I had intended to get a lot of GURPS game planning done on my trip to London/Europe in July. On the way over I did spend a lot of time brainstorming, writing and rewriting parts of Game 4 for my CyberTex campaign, and reading from a cyberpunk anthology (one that I’m not very impressed with). But frankly I was not happy with what I came up with. I was going to go with it and run the game the weekend after I got home, but I was so damned jetlagged and flat out exhausted that I had to once again cancel that game. It’s taken me a month to really get my mind right again. I just can’t do skateboarding trips like that anymore – no Henry Rollins red-eye flight endurance and coffee marathons. I was just depleted upon my return, though I had a really good time on the trip. I managed to get 3rd in the “Legends” freestyle division (ages 40+), which I think is good since 2nd place went to a guy who currently enters Pro at most contests, and 1st went to a former pro who is still really good. I managed to place above the other old guys, who were all really great to skate with.
Anyway, I am now feeling like thinking about RPGs again. I have one more skate trip planned for this coming weekend, and some filming to do for skate video project, but other than that my mind is on gaming. With the days getting shorter this is a good thing.
I’ve been listening to various episodes of the Gaming & BS Podcast, reading some good gaming blogs like DM David, and just essentially getting back into the right creative mind-space. I realized that perhaps some of the things I was trying to force into the CyberTex campaign just don’t need to be there. I think I’ve been trying to over-overcomplicate matters. I want things in the game to be somewhat complex, but the way I was going was just getting unmanagable. It is harder to write games that involve a lot of investigation and clue finding, but also cater to a certain amount of action and other stuff. And as I have probably noted before, the nature of Cyberpunk doesn’t really encourage long-term adventuring party formation. But I think I’ve come up with a reasonable way to bring the PCs back together — one that makes sense and that I’m happy with. I will have to diverge a bit from the hardcore cyberpunk every man for himself ethos, and blend in some more cooperative story elements, while maintaining the classic cyberpunk atmosphere.
Sooooo…I need to go through my many notes and versions of Game 4 and see what I want to keep, what to change, and what to throw out, add some stuff, and bring it all together. Yeah, I do kind of agonize over these games. If I didn’t we would have played a lot more, but I really take a lot of pride in these game sessions, and I want each one to be better than the previous, and I want to do better as a GM each time.
Also, I keep being out of town or having to work on the weekend our D&D group plays. That sucks. I miss playing my monk.
Heading to Europe for a week of skateboarding. The plane travel of course is a great time to read and work on GURPS stuff. I’ve downloaded Cyberpunk: Stories of Hardware, Software, Wetware, Evolution, and Revolution for reading material to keep me in the right frame of mine for writing CyberTex stuff, and of course will have the Chromebook on the plane with me for doing the actual writing.
I started listening to the Gaming & BS Podcast a couple of weeks ago. Really fun gaming podcast. Frankly, it is the best one I’ve listened to. The dudes have a good time, but there’s not a lot of the constant snickering and whatnot that often detracts from podcasts.
Last night I listened to Episode 15, in which the guys talk about the difficulty of developing a good Sci Fi campaign. They express just how hard they find it. I have to admit that I find it hard too, for a number of reasons. Even with my own GURPS CyberTex campaign, which is very sporadically played (hell, we’re just getting ready to play game 4 in July), it isn’t easy, and we do have a setting and some game history. For me the thing that makes it hard is that most of the tropes by which a GM brings characters together don’t really exist in the cyberpunk context. Characters in cyberpunk tend to be loner types. They don’t “form a party” and go off on a quest or exploring, or if they do they don’t really continue as a party for years on end. I kind of forced them together in the first game. Now that the initial three game arc is done, and I’m making the game take place a year later, coming up with a rational for bringing them back together has been challenging. I say challenging – what I mean is that doing it in the style I want is challenging. Certainly there are plenty of reasons, based on the first three games, to get them together again. But I want to “up my game” every time as a GM, which means I want my shit to be clever. That’s part of the enjoyment of it for me.
So on the topic of other Sci Fi campaigns, yeah, not super easy. I suppose you can just say “make all your characters members of the same exploratory space corp” or something like that. That works. That’s fine. I think it all just seems a bit harder than saying “you meet in a tavern and an old man you save from a ruffian gives you a treasure map.” Which of course is also totally fine and fun, but not terribly inventive. The great possible range of science fiction means that defining the scope and tech level of your campaign is really important.
I recently read this tweet from Pink Dice GM that I really liked. It is an approach I’ve been using in CyberTex. A means of keeping my mind on the atmosphere of the campaign and really trying to give the players a place for their minds to inhabit, but I’ve not articulated it like this. I think this is right. And I think that even with a Sci Fi campaign, if you can start with some sort of interesting premise, limited in scope but with the possibility of expansion, and some good player characters to envision in that campaign, you can use this rule of thumb and build a very good campaign.
Short post. D&D 5e on Sunday was fun. My monk character totally kicked ass. I loved it.
Looks like a rainy day here. Stormed all night, and still a slow moving heavy downpour now. Heading to aikido practice, but looks like a great afternoon for working on gaming stuff. Playing D&D tomorrow afternoon. A lot of the group will not be able to attend, so if thing slow down I’ll get them to roll up some Traveller characters.