Showing posts with label Steve Jackson Games. Show all posts
Showing posts with label Steve Jackson Games. Show all posts

Saturday, July 02, 2011

The Warlock's Origins 2011 (No Longer) Live Blog!--Post-Convention Wrap-Up!

Okay, I was remiss in my swag report!  As I was unpacking my backpack and other gaming materials, trying to get the game-room back in order, I stumbled upon the my bargain of the convention!  And, I wouldn't be doing my job if I didn't tell you about:

Innsmouth Escape!  While roaming through the Dealer Hall with the PlatinumChick on Sunday, we stumbled across the Twilight Creations booth, tucked away in the back right corner of the Hall.  I only really noticed them because they had copies of Dante's Inferno, a game that I picked up at Half Price Books (and still haven't played), and I hadn't seen it anywhere else.  Walking over, I was astounded to see that quite a few of their games--including Innsmouth Escape--were on clearance!  $5 a pop!

Hell's bells, what a deal!  Adventure Retail, who runs the Steve Jackson Games booth, was retailing Innsmouth Escape for $40!  I'll gladly take the game for 1/8th of retail price!  The minis alone are worth it:  Innsmouth Escape comes with 100 Deep One miniatures, in addition to everything else in the game...$5 for 100 minis!  Yes, let's!

A few other thoughts on this year's show, though:

  • Running 6 rpg slots is tiring!  I realize that many other gamers ran and volunteered much more time than I did, but wow...six sessions of RPGs are quite a bit.  By the end of the convention, I was dragging!  Sunday afternoon, while waiting for ChaoticKarl to finish up his last Star Wars game--which ran an hour and a half over--I nearly passed out sitting up in the conference room!  While I enjoyed showing off my games and running for some really great gamers, I don't think I'll run this much again any time soon.
  • Evaluation of the schedule is needed.  So, when L-Train put in the schedule for our games, the original intention was for the vast majority of our games to go off at 7pm, so that our games would all be in the same location.  However, we ended up scattered throughout the RPGs hallway, which made set-up and tear-down difficult.  Looking at the schedule from our good friends at Rogue Cthulhu, we may want to go with something more staggered, to ensure that we have a room to ourselves.  If we can manage 5 gamers in a slot, we'd have more than enough to ensure that we'd never have to tear down the banners, and could have a Witt-Guild "headquarters" all convention long.
  • Gamers' generosity is really high.  I was personally astounded at the generosity of the numerous gamers who donated for the Hutchinson boys, as they prepare for the upcoming bone marrow transplant.  I'll be sending off two boxes of donations from both companies and individual gamers here in the next few weeks.  Spectacular!
  • Attendance is up?  Where is everyone?  I'll readily admit that I wasn't around the main halls of the convention center for most of Origins, but while I was out, the halls felt particularly sparse.  Even on Friday and Saturday--the most crowded days of Origins--things felt empty.  However, the overall attendance (according to GAMA) was nearly 1,000 people over last year's!  I'm all right with--more people is good--but it seems a little odd that the convention seemed so sparse, even with more people.
  • What to do next year?  I know already that I will not be attending Origins for the full-show next year.  I can't.  Plain and simple--can't do it.  Because of the impending date change, I'll be in my last week of work which, as a teacher, is finals week.  There's no way I could call off whatsoever.  As such, I'm not running games last year, which is a real shame, as my review cards were all overwhelmingly positive and I had several repeat players from prior years.  As of now, I'm probably going to get a full badge anyway--we get half-price badges through the Witt-Guild--then attend Friday night through Sunday.  We'll see, I suppose.
  • The Date Change Looms...  The date change isn't just going to affect me.  Dayton Public and Cincinnati City Schools both are in finals week during Origins next year, as are most of their surrounding districts.  The Ohio State University and Columbus Public Schools will be in session until mid-June.  Looney Labs--one of the biggest event draws at Origins--has officially announced their inability to come next year, as the two heads of the group are both teachers.  It's been pretty well documented that public reaction to this date change has either been neutral ("Doesn't matter--I'll go to Origins whenever it is.") or extremely negative ("I cannot go now.  Thanks, guys...).  GAMA has gotten the message from our petition, though, and has set up a poll on their site regarding the date change:

Scroll down to the bottom of the page and vote to keep Origins' dates in late-June! 

Thursday, June 23, 2011

The Warlock's Origins 2011 Live Blog--Tuesday and Wednesday!

Ahoy, gamers!  Now that the WittKids are set up in the Drury, we have free wifi.  That means that I can actually keep you posted on all the action, as it happens!

Hausfrau Ebbs and Herr Thunderforge!
Yesterday wasn't so much gaming, but lots of geekdom indeed, as we spent the day driving up and getting settled.  However, we did manage to make it to Schmidt's Sausage Haus in Columbus' German Village.  While the "Autobahn" sausage buffet was a little overpriced, the quality was spectacular.  Our group of 8 was utterly stuffed, by the time we left.  And the cream puffs?  Oh, my...the cream puffs...

After the binge of sausage, we made our way up High Street to the theater to take in a showing of Green Lantern.  That was, to put it mildly, a pretty big mistake.  I'll post a full review of the movie after Origins ends, but suffice to say that this was no Iron Man or The Dark Knight.  Rather, this was more on the level of Daredevil, Blade, or Ghost Rider.  Pretty sad, all told, considering the $200 million budget, most of which went towards numerous overdone CGI effects. 

So you say you want some Revolution?
Today, though, began Origins proper with a classic SJGames board game: Revolution, complete with the Palace expansion.  Neither the PlatinumChick or I had played this one before, but it was somewhat reminiscent of Kingsburg, with each player attempting to bid for influence among a series of advisors, in the hopes to gain the most influence in the town.  With a little bit of luck (and a pretty crafty bait-and-switch, if I may say so!), yours truly managed to pull out a victory, by taking over the Fortress and the Town Hall, for a whopping 95 victory points.  My reward?  A copy of Spooks, an SJGames card game.  Woot!

"Sim, Sim, Sala-Bim!"
After a leisurely lunch down at North Market, the PlatinumChick and I set out for our first actual RPG of the con:  "Jonny Quest and the Secrets of Hanebau".  While neither of us were familiar with the Ubiquity system, it was particularly easy to catch onto, and our GM made the game exciting and true to the cartoon.  Playing Dr. Benton Quest, I must say--I took entirely too much pleasure in working some "SCIENCE!" into the game.  In the end, we escaped from Antarctica with the intact corpse of an alien creature--proof that alien life exists in the universe! 

"...Hanebau" was run by the one of the guys from Matinee Adventures and, after a few games with them over the years, they're swiftly rising in my eyes, in terms of quality.  While it's hard to top the games that Amorphous Blob or Rogue Cthulhu put forward, these guys give them a run for their money!
Nigel, the Professor and Ricky discuss
their options in "Westward..."
After a quick dinner with the PlatinumChick and ChaoticKarl, we made our way off to our first Witt-run games of the convention:  sessions of "Westward...", "Orcs Gone Wild" and "Lawfully Blonde", in addition to our other offerings.  I had made some changes to "Westward..." particularly in the addition of a new player in the chaotic travels of the San Juan Express.  Unfortunately, my new minion didn't last too long, as Ricky "One Armed Bandit" Parker flung him from the speeding train as it made its way towards Dodge City!  Still, the scenario went particularly well, with most of the players really getting into the feel of the characters.  The fellow playing Nigel, especially, was hilarious.

We still have some refining to do, regarding our convention procedure.  Setting up our banner took far too long, and we didn't manage to get our feedback sheets to every game.  Also, our dice didn't arrive on time, which means that while we were able to give out our bookmarks and Bell, Book and Comic pens, our engraved dice are somewhere in limbo.  Even still, we're managing!  Things are going well, and the feedback we're getting is really positive!

While we had intended to go grab a drink with El Willy after the games ended, plans once more fell through.  I'm almost getting used to that one--we never manage to raise that glass! 

Never fear, though, cats and kittens!  There's more gaming to be had...and maybe, just maybe, yours truly will be able to relax with his WEGS-ing boss-man!  For more pics, check out the pics on my Facebook album!

Wednesday, October 27, 2010

In Which The Warlock Loads the Ballistae...

With my "Tear of Ioun" game about to come to a close and our intrepid heroes closing in on that wonderous goal of becoming 'Epic', I knew that I wanted to end the campaign with a bang.  I wanted something big, something that would pit my GMing craft and creativity against their own.  I wanted a "set-piece" battle.

The idea of a set-piece battle isn't a new one.  It's featured in movie after movie, from "The Burly Brawl" in Matrix: Reloaded, the siege at Helm's Deep in The Two Towers, to the battle at Stirling from Braveheart...the idea of the set-piece battle is firmly entrenched in action narrative.

However, implementing that in a game?  More difficult.  However, I had a plan.

Last session, Martook, Guf, and Clan-Father Russell (isn't it cool to say that?) began surveying the tiefling keep above the delve of Morgordal, seeing what defenses could be salvaged or repaired before Volarn--the Opener of the Way--showed up with his mind-bending aberrent hordes.  Lupin, Shantira, Aster and "Blink"--their shardmind monk devotee--had traveled back to Gloomwrought in the hopes of establishing a trade relationship with some interplanar factions, so that they could work towards hiring mercenary troops.

At this point, I need to take an aside.  Remember my Origins 2010 swag shot?  In it, you may have missed two items that I had picked up:



Yes, indeedy.  I had picked up two sets of these, at the SJGames booth, having found them on the 3/$10 table. 

I stood up, handing Chris I and Chris II the Cardboard Heroes set, and dropped my entire set of Dungeon Tiles on the table before them.   
"These are yours, guys.  You want to know what the defenses are like?  Build them..."

They immediately set to work, punching out cardboard walls and battlements, assembling the Keep at Morgordal, while their allies recruited the Knighthood of Bane and the Salt faction of the Doomguard to aid their defense.  A few hours later, their keep arose from the ashes of history and was prepared to fend off the Far Realm invasion!

Two Fridays hence, the siege begins, Volarn at the head....and then?  He comes...

Enjoy the pics!

The Keep at Morgordal Delve


Martook and Shantira man the battlements...



Volarn and one of his minions approach the keep...