Spilled Milk

Geek Mountain State just posted this: a Ghostbusters fan film, called Spilled Milk. Made by the Ghostbusters of New Hampshire costuming group, it stars the same as paranormal exterminators on their home turf, dealing with a pesky ghost in the local convenience store.

The thing that tickled my own brain about this short is a lot of it is how I picture GBI-Boston looking: the modernized Ectomobile with arcane equipment hanging off the top — though I still prefer the look of the Subaru wagon — and contemporary-styled people hauling the old school proton packs.

It’s a good chuckle during your lunch time.

Dawdling

Yesterday, I opened the Broken Spokes Ten Foot Wiki. The timeline showed me it hadn’t been updated in over a year.1 That’s pretty fricking sad.

All I’ve done is think about it at the back of my mind without really doing anything about it. And I want to run this thing at Carnage.

I’ll get it done, but I need to put the heat on. While also concocting Ghostbusters goodness, running Scions of Time, playing Masks of Nyarlathotep and keeping up with my commitment to myself in maintaining Held Action.

Hm. Looks to be a gamefully geeky summer!


1 About a year and five days.

Theatrum Chemicum Britannicum

Originally published in 1652, Theatrum Chemicum Britannicum was a monster of a book that collected alchemical works from the likes of John Dee, Edward Kelley and Elias Ashmole. Now it’s to be reprinted by Ouroboros Press in a corrected edition based off the original errata sheets.[1]

It looks to be full of neat content good for waving around as an alchemist’s handbook or wizard’s grimoire. As a “stout octavo” edition, I can only hope it’s as good for the party’s occult expert or resident potion-stirrer thwacking a nincompoop about the cranium as putting out small fires.


[1] Tying it to role-playing games in an unexpected way.

The Spirit Typewriter

Sunker Abaji Bisey's spirit typewriter.

Here’s an interesting gadget for ghost hunters: the spirit typewriter. As related by Phantoms and Monsters, the spirit typewriter is a variation on the Ouija board designed to remove the possibility of human interference.

A ring of blank typewriter keys is placed above the arm mechanisms. The ring can spin freely, so the user doesn’t know which key imprints which letter on a paper tape. In theory, whatever messages a person is compelled to type out on this machine should be more believable than anything received via a traditional spirit board, the output of which could be a result of the ideomotor effect.

This channeling device reminds me of a character I came up with a couple years back, the ghost writer. Jenny’s automatic writing talent — or affliction, depending on your perspective — assumes she writes in longhand, but the spirit typewriter could be an interesting prop for her. Perhaps a team of paranormal investigators insists she use it to prove her talent is genuine; it would probably flummox any aspiring author from a premechanical era. Or maybe it’s the only way her talent works; that would make more sense in a context where it’s a boon, rather than a duty or intrusion on her life. If Jenny made her living selling dead people’s work, needing the typewriter to do it and overcoming its loss or damage would work for her needing a favor from intrepid occult experts.

What Does a GM Do During Character Creation?

While discussing how to read verbal and non-verbal reactions while playtesting, Robin Laws made an interesting point about the GM’s perspective versus the player’s in the character creation process:

As a GM, time spent during character creation can seem dull. You don’t get to join in until it’s over. That doesn’t mean the players aren’t having a rich experience. The designer/GM must see past his own wandering attention to see how engrossed the players are. Prep can be a tedious slog, or it can be play. If it is play, a design might be ill-served by streamlining efforts that rush players through a process they’d sooner linger over.

This is a personal failing of mine. I get hugely impatient during character creation. Even when there’s a surfeit of books for players to reference, finding entertainment in their internal processes is not something I’m good at doing, or have even thought to attempt.

Character creation is certainly an interesting time. In a lot of games, it’s the time when the players have the most creative control. They’re calling the shots about who their character will be, at what their character will excel. Around a table of excited players, concepts come flying thick and fast, so that it can be difficult to pick just one on which to focus.

It’s also the time when a GM can start gathering information about what the players want to see in the game. You can infer from the choices they make in skills the tasks they expect to tackle in the course of the campaign. So take that opportunity to either figure out how to accommodate their expectations or let them know those points or slots could be better spent in other ways.

Gaming Garage Sale

Held Action‘s followers may have noticed a locked post last week, Role-playing and Board Game Garage Sale. It was protected from general consumption at that time because I wanted to give friends the opportunity to claim any titles they wanted, partly because they’re my friends and partly because it would save a couple trips to the post office. 😉

They’ve had their say, so the post is now open to the general public. Check it out and see if there’s anything you’d like to buy. Make an offer! And please note the shipping and payment stipulations; they’re not negotiable.

[Geek Week] The Fiasco at Langdon Street

The news Langdon Street Cafe will close its doors at the end of May puts my recounting of the Geek Week Game Con in a less cheery light. Unsurprisingly, the game con has been the highlight of Geek Week for since I first attended three or four years ago. Geek Week was the reason I first visited Langdon Street Cafe at all. Since then, the cafe became a natural place to meet and talk with friends in the Montpelier area — and beyond. Being right in the middle of the state was hugely handy when meeting up with other members of Green Mountain Gamers. We even had our first meeting there.

Fiasco was the name of the game for me that night. Elsewhere in the cafe, it was all board games. I saw people playing Forbidden Island, Last Night on Earth, Travel Blokus and Carcassonne, as well as taking advantage of the stand-up arcade machine-style MAME set-up.

Two friends and a mother-daughter duo that Ben Matchstick brought to us maxed out the group. I had a couple playsets printed out, The Ice from the book and Mark Meredith’s Toil and Trouble. We settled on the second, which places the game at a wizarding school.

Choosing from the relationships, we wound up with Professors Ash (herbology), Dingledorf (divinations) and Trojent (Defense Against the Dark Arts), shining star student Horatio Lemonsnoggle and Munge, sketchy townie. Horatio and Professor Dingledorf were both members of the brotherhood SAP (Secret, Arcane Pancakes, I think they settled on). Trojent and Dingledorf were bitter enemies, Trojent having failed initiation into the secret order. Professor Ash has a knack for getting his colleague Trojent into trouble. Horatio and Munge were estranged cousins, at least partly due to Munge’s involvement in the disappearance of Horatio’s brother Klaus. And Munge received secret lessons in dark, unspeakable magic — controlling the growth of plants with disco music — from Professor Ash.

So it was a wacky, absurd game from the start, you see; one in which maple syrup played a surprisingly large role. Horatio and Dingledorf found themselves tasked with learning what was happening to the local maple trees, which was heavily implied to be Professor Ash’s experiments in making them minions to aid in his world domination scheme. It didn’t go so well for him — nor anyone else for that matter.

While acts one and two were pretty light stuff, things got really dark during the aftermath; probably because the aftermath tables lay out the sort of stuff in store for a character for any given result. There were plenty of deaths, some decline into obscurity and arson. Poor, beleaguered Professor Trojent, whose player took great delight in concocting the most unsavory results for her character — here was the covering in maple sap, the ants, the possessing spirit bound up in a venus fly trap plant; the list goes on — actually came out the best. Funny how that works.

In Fiasco, players collect black or white dice over the course of the game. The more of one color, either one, a player collects, the better their odds of the character having a “happy” aftermath montage. Someone rolling mostly black dice will probably have a higher result than someone rolling matching amounts of white and black dice. It motivates players to engineer situations that allow them to choose the color of the dice they collect.

Then again, sometimes the dice roll funny. I think we all rolled mostly even sets of black and white dice. It was only Laci, Professor Trojent’s player, who had an at all decent epilogue. But that fit with her character type in the sort of story that Fiasco emulates.

On Table Talk in a Local Game Circle

Certain games live and die by the conversation among the players. Diplomacy for instance. It’s nothing without the interactions among the players as support and opposition shift among the nations of Europe. While it’s not a game I’d ever want to play, I love listening to the discussions among the players.

So I’m lucky in that I hang out with three people currently playing in an online game of Diplomacy. I can hear all about how England did something crazy or the perils of being stuck between France and Italy from the perspective of the faintly interested outsider. It makes a fine topic of conversation for a bit while hanging out at the pub or socializing before watching Game of Thrones on Sunday evenings. Seeing the game crop up in other online conversations is a hoot too.

It’s not always a perfect time for out of game Diplomacy chatter, of course. Like, say, when you’re in a game of Doctor Who at the time. The last session of Scions of Time got off to a slow start because France and Germany really got into things.

But that’s all part of playing within a small, steady community of friends. Shared interests and endeavors overlap, and not always neatly. But it helps remind one there’s more going on out there.