Saturday, February 3, 2018

Actual Play - More Annalise: The Wake of Zenas Quantum

This time we're playing The Wake of Zenas Quantum. It's not very GOTHIC HORROR and a lot more... superheroes of questionable heroism doing questionable things.

I was a little unsure at first if the system could handle this, but once everyone got a feel for it and once we switched to more psychological play, it worked out. Instead of pupil-less eyes and drowned men crawling on the hulls of the ship, we have golden glitter, strange seductive scents, alien trinkets from Banner's homeworld..and donuts. There's kind of a homey, old-style American comics feel about it: alien trinkets and really special donut shops just have a vintage twentieth century feel. It's shaping up to be tragedy by way of the Silver Age, and the most monstrous thing so far is probably...well, honestly, us.

Isabella breaks and enters, but it's fine because she bought out the cops! Banner tried to steal from a journalist and kidnapped him (Isabella helped, and is really more concerned about the PR than the kidnapping). Barry covered up an accidental killing and then tried to take over the Heroic Agency. Kelly is the only one of us who is actually nice.

Everyone decided in the first scene that Zenas Quantum is the Vampire. The question, of course, is if it really is Zenas.

Zenas is plotting something in the background, but we're all too busy fighting each other. Barry's jealousy of Banner's heroism and superpowers motivated him to get Banner kicked out of the Heroic Agency. Isabella sort-of-accidentally gassed Banner with fear gas (someone replaced her tranquilizing gas system with fear gas!). Writing this made me realize that all the terrible things happen to Banner.

Also, all of this is building up to a fascinating...something. Why are there mirrors everywhere? What are the weird properties of Zenas's blood? Where's that seductive smell coming from? What does Banner's homeworld have to do with anything (and why was Zenas's blood inside a trinket from there?). What does the kitsune home/afterlife have to do with any of it?

And whatever the hell is going on with Zenas gloating in everyone's head?

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Saturday, December 2, 2017

Lasers and Feelings

We played a one session game of Lasers & Feelings on Friday this week.
I GMed, with no prep and barely any familiarity with the rules. This was my first time and I'd only made it about twenty minutes through an AP.
Our cast was Dr. Roboto (played by M), an Android Doctor and our acting captain (he knew all the protocols); Willis Turner (played by J), an Intrepid Explorer and junior officer; Hey, You (played by A), an Alien Envoy from the Hivemind, going around seeking converts like a military recruiter. Hey, You’s name is unpronounceable by human vocal cords.
The ship had a Cloaking Device, Superior Sensors, and a Grim Reputation. All three of those turned out to be totally justified.
This was fun and giggly and not all that serious. They traded their captain for freedom from pirates, murdered and spaced their previous acting captain, fled from the cops after a public brawl, turned off an evil AI Alpha Computer making cyberzombies, prevented a war by saving the Vogron-Consortium treaty within the Ancient Space Ruins from pirates that wanted to destroy it, killed the Vogron leader’s son (just because), bridged the gap between organic and synthetic life, and then destroyed the universe by causing a spatial paradox.
Yes, I stole Vogrons from Vogons in The Hitchhiker’s Guide, Alpha Computer from Paranoia, and everything else from somewhere. I was not particularly trying to be original and names are a weakpoint of mine (serious play basically requires name lists…).
As far as I can tell, everyone had fun, even though we went off the rails and only got back on within the last hour, and I obviously and merrily ripped off every single cliche and story I could think of. Also, the “introduce complications on 1 success” style of play is WONDERFUL. It’s how we got the cyberzombie/Alpha Computer plotline, which was never actually supposed to happen, and also the source of a Gleeful Evil GM moment. When the party found out that there were actually two factions of pirates kind of working together (and that they were led by Clyde and Regina-formerly-Bonnie who had broken up due to a misunderstanding involving Regina’s clone), the party decided to try to reconcile Clyde and Regina. 
They succeeded with one die. While they were congratulating themselves on winning the game through relationship therapy, Clyde and Regina made up and decided to admit that they still loved each other - and they would destroy the treaty ~together~. That was a really fun “oh shit” moment.
I am also a ridiculously relaxed GM, considering that I, er, let one character kill 20 people with one dice roll. But I mean, not the most serious of games.
Also, L&F is really not designed that well for PVP. Which we found out after I infected the hivemind with cyberzombie, OOPS.
So lesson learned?
Don’t fear the improv - even if it ends up being ridiculous and inconsistent. And even in this game, we got some good stuff - there were some bits of lore coming out that I loved: an empire that had fractured into the Consortium and other forces fifty years prior, a garden world turned graveyard planet called Mausoleum, a troubled Hivemind which had absorbed many traumatized soldiers from the war,  and an alien culture that takes original copies very seriously. It was weird and mostly offhand or made to explain game stuff, but also rich and breathing and kind of cool.
Also, WOW you can get a lot done in three hours with minimalist rules and a lazy GM.
Also, er, don’t use the word “rake” when “scratch” will do, because it is VERY EASILY MISHEARD IN A CROWDED CAFE. :/
We’re back to playing Fiasco soon - we’re down one player, but I’m thinking of running something short next week. As far as next plans, I’m thinking of running something a little more crunchy and traditional fantasy right now, so I’m eyeing Dungeon World and similar systems…
* The Vogrons take original copies and treaties Very Seriously. At one point, the party killed the Vogron leader’s son (just…because?), which caused Vogrons to stop trying to help them defend the treaty.

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Fiasco: Tales of Accordia

We played Fiasco with the Tales from Suburbia playset.
Our scene begins in the suburb of Accordia, Oregon, the Accordion Capital of the World.


Our cast:
Steph: Pronounced Steve. Owner of Accordion to Steph, an established accordion store. Rival with Fred.
Fred: Accountant/owner of the Squeezebox, a new, hip accordion store across the street from Accordion to Steph. The Squeezebox is actually a money laundering front for the Cioppino family, and there are $500,000 in South American bail bonds in the back room (formerly $1,000,000).
Sophia: stepdaughter of a now deceased mobster of the Cioppino family. Works at the Squeezebox and embezzles money there. Also a Pastafarian cultist.
Frankie: the cook at an Italian restaurant, in the same cult as Sophia. Cousin to Steph, the accordion shop owner. Frankie and Sophia share a secret: at her request, he poisoned her stepfather with his cooking.
Need (we messed up and had two):
Sophia needs to commit a crime that is actually justice done.
Fred needs to stand up for himself.
Object: $1,000,000 in South American bail bonds
Location: a gun and surplus store
Tilt: fear that ends in failure
ACT ONE
Steph plots with Frankie to avenge himself on his business rival Fred by seducing Fred at a city event at the restaurant Frankie works at. Fred, noticing Steph creepily watching him across the street (while playing the accordion), goes to confront Steph with a gun in his waistband (urged by Sophia, who calls her mobster ex Dan to provide backup). The two trade words about the state of the accordion industry (Steph prefers vintage, Fred sells hip, electric accordions), and Steph’s name is mispronounced multiple times.
Steph challenges Fred to an accordion duel, dubbed the Squeeze-off, which Fred accepts.
Frankie and Sophia conduct an occult ritual in the restaurant where he works. The sauce churns and bubbles, and a single meatball rises to the surface -- a sign from the Flying Spaghetti Monster!  He convinces her that the Flying Spaghetti Monster wants them to take down the Cioppino family and run Fred out of town. Sophia has reservations because Fred is like a brother to her, but she agrees.
Later, a fire occurs at Frankie’s restaurant - and Frankie is fired by his boss Guido.
Back at the Squeezebox the next day, Fred gets advice on the best way to prepare for the Squeeze-off from Sophia, who advises him that the best way to win is to focus on image instead of technique - if Fred wants to win this accordion duel, he needs to look the part: spiky hair, leather jacket, tattoos, and piercings. They try to settle on a song -- originally, they decide to go for Metallica, until a visitor to the store mentions that Metallica has recently been accused of racism against the Danish. Black Sabbath is also vetoed for similar reasons.
Sophia calls her ex Todd from the Giuliani family, asking him to come to town and take over from the Cioppinos. There’s an awkward moment when it turns out that Todd’s bodyguard is also Sophia’s ex. Todd agrees to make his move at the Squeeze-off.
Frankie goes out drinking at a bar, fails to flirt, and talks to the bartender about his feelings for Sophia. Sophia and Todd walk in -- things get tense between Todd and Frankie, while Sophia slips off to the bathroom.
ACT TWO
The Squeeze-off arrives, which is attended by a grand total of twelve people (and can no longer be held at the restaurant that burned down): Jerry Springer emcees as the two accordionists play. Fred reveals his new piercings and his new moniker: he is now Fierce Freddie, and he plays a song of his own devising! Steph pulls out an antique accordion...which falls apart in his hand. Before Jerry Springer can declare a victory for Fred, Frankie pulls out a gun and tries to shoot Fred.
After the Squeeze-off, Steph is ruined: his cousin tried to murder everyone and he lost the Squeeze-off. Hanging out at the bar, he sees Fred and successfully seduces Fred with their mutual love of accordions. They spend the night together.
Fred discovers that Steph only slept with him for revenge. Steph pleads with him: it originally began as just revenge, but it became something more. Steph fell in love.
Back in the shop, Fred then gets a call from Boss Cioppino: he wants the bonds now, all $1,000,000 of them. Counting, Fred realizes that Sophia has been embezzling and confronts her. As they’re discussing what to do, an IRS auditor comes to visit and tells them to contact him in three days, based on some irregularities in Fred’s tax returns. Afraid of both the mob and the IRS, Sophia and Fred ponder what to do next.
Steph bails Frankie out of jail, and he and Fred confront Frankie for his actions. Sophia shows up as well, expressing her betrayal that Frankie would try to shoot her only friend, and Frankie says that he wishes he hadn’t disappointed her. Sophia suggests that there’s a way to redeem himself and slips him the tax auditor’s card -- maybe he could make some pasta for the man, the same way he did for her stepfather.
Steph prepares to sell off his accordion store and move to Mexico -- maybe he can share the love of the accordion with them. He asks Fred to go with him, and Fred agrees.
Fred arranges a meeting with Todd (Sophia’s mobster ex from another family) and arranges to lure Boss Cioppino to a gun store, where Todd can shoot him down. The two of them notice Sophia walking hand in hand with a man. At Todd’s distress, Fred assures him that they’re brother and sister. Sophia begins making out with the man. “That’s just how they greet people in their country,” Fred claims.
It actually turns out that Sophia was making out with her girlfriend, Rachel -- who had been mistaken for a man from the distance. Todd arrives and asks her what the meaning of this was. Sophia claims that they’re just friends. Rachel agrees - they’re sleepover friends! Naked sleepover friend! Sophia, trying to hide her relationship with Rachel because she wants Todd to kill Boss Cioppino for them, claims that Rachel is just flirting with Todd (“she likes threesomes”) and persuades Todd to kill Boss Cioppino for them, not realizing that Fred has already done so. Once Todd leaves, she and Rachel return to making plans to go to Brazil.
Frankie walks out of his apartment, wondering at the mess that he’s made of his life. Sophia doesn’t care about him, he’s gone to jail, his restaurant burned down and he’s jobless… He sees Todd, but as they begin to talk, a black car drives by. “The Cioppinos send their regards,” someone inside the car shouts, as a spray of bullets hits Frankie. He only has enough time for a last  text to Steph - “Have fun in Mexico, LOL”.
EPILOGUE
Steph and Fred go to Mexico, but their relationship suffers. The accordion business never takes off. Fred is happy and fulfilled, after surviving mobsters and winning an accordion duel, and he abandons the accordion in favor of the guitar. Steph is less fortunate -- he dislikes Mexico and finds that the relationship loses the spark after Fred takes up the guitar and leaves.
Sophia and Rachel escape to Brazil. When they land, Sophia sees her ex and stepbrother, Tony Cioppino, in front of her. “You killed my father,” he says. A gun presses into Sophia’s back. Behind her, she hears the voice of Rachel, the only person she has ever truly loved: “You didn’t think I really loved you, did you, darling?”
When Steph reaches Accordia, he visits Frankie’s lawyer. He is Frankie’s designated heir, and he inherits Frankie’s meager possessions: some bric-a-brac, an Amazon Prime account, and $128...just enough to cover the trip back to Accordia.

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