Games, drumming, juggling, home improvements, cooking, comics, dogs, macs, music, etc.


Squall - probably of Scandinavian origin; akin to Old Norse skval: useless chatter (Merriam-Webster)
It's my goal to have the LONGEST blog pages around. Kind of.

Wednesday, June 17, 2009

Games - Tuesday, June 16th, 2009

I've been delinquent in blog posts. Not that thousands of people are anxiously awaiting to read everything I type, but there are those that I've found reading my blog. So, first off, my Sanctuary RPG hasn't been played in over a month, and I do have one installment I need to finish up. I'll be getting to that soon (hopefully). Additionally, I might start posting a game log about the Serenity game I am joining.

However, this post is about last night's board games. It's been a long time since I've had a night of all new games, and last night almost counts. I played:
  • Agricola - with an expansion - the expansion was new.
  • Finca
  • Snow Tails
On with the review post!

Agricola - Through the Seasons

Still Agricola, but this adds a bit more variety. Each round gets a new season, and you cycle through the seasons starting with a random one until the game ends. Each season adds a new action only available for that round - at least until the season comes around again. The season also makes some minor tweaks to the resource fields and some standard actions.
  • Spring comes with an additional sow/breed action.
  • Summer with vacation (extra victory points)
  • Fall with harvest/vegetable
  • Winter with family growth without space (for 2 wood and 3 food).

The resource tweaks are usual +/- one wood/clay/reed/stone/fish and the action tweaks are usually freebies you get when taking the tweaked action (e.g. two free fences if taking fence action etc.).

Generally, I liked the seasons. I thought that the resource tweaking wasn't necessary, but it's not a show stopper. I was mostly raising animals due to the occupations I got, and I took advantage of the extra breeding and the sow action twice. There wasnt a spring that went by that someone didn't use the free 2 fences.

I don't know if I would play with this every time I play, but it is nice to have the option. PLus it it basically free, you just got to find and print out the image on some card stock (preferably in color).


Finca
This was a cube farming game. except the bits weren't cubes, they were fruits / nuts. The gameboard of Finca is an island. Using a rondel / windmill of fruits, you move your farmers to try to harvest fruits - oranges, lemons, almonds, grapes, etc. Then you deliver these fruits to gain points.

This was a clever game, with some rules that if a resource (fruit) ran out, everyone has to put their stock pile back. Since this was my first play, I tended to collect with a goal, rather than using the opportunity of high gain on the windmill. I came in 3rd of 4 people. Prior to final tally, I thought I might have been second. I wouldn't set out to play this game, but it's a good time filler for 45-60 minutes.

Snow Tails
Our board game group has a love / hate with racing games. We try them, and few of them are liked by the whole group. Formula De, Das Motorsportspiel, and Moto Grand Prix all make it out to the table occasionally, but the people wanting to play them vary. This is a racing game that simulates a dogsled race on snow and ice. You gotta watch out for sharp turns, trees, and other sleds. This doesn't sound like a lot, but it is. Game play is simple in execution, but difficult in decisions. you have three factors, left, right and brake. You have a deck of cards numbered from 1 to 5, and you shuffle these to give yourself a hand of 5. You can only play one value per turn, so if you want to play 2 or 3 cards, they must match. Different front values (played on seperate turns) allow for drifting and steering, and you can also put a numbered card down to slow down. Losing control or speeding into a corner results in Dent cards being acquired. Each Dent card will limit a your hand size by one, so 5 dent cards means a hand of zero, and your sled is toast!

The game contains modular track pieces which can be fitted together to form different courses, which is what a lot of the racing games are doing now. I think that modular tracks are a great idea. Even though I have all the Formula De tracks, there are infinite possibilities with a modular track setup.

We played and even though I didn't do very well (3rd out of 4), it was very enjoyable. There was some rules clarification when it came to what constituted a drift and forward move, but the rules had pictures to clarify. The group came around to a concensus pretty readily.

And that's it. 3 games played and sorta reviewed. Check back for another installment on Sanctuary or even Serenity.

Monday, April 27, 2009

Traveling again.

This is sort of a rant, and sort of an attempt at informational. You be the judge.

As a 'traveling consultant', I got used to traveling, and got pretty good at it. I go for the 'efficient' travel (re: lazy?) schedule. I leave my house 90 minutes before my plane departs. I basically chunk up my time in 30 minutes blocks, each block having a specific goal.

Goal 1) Get to airport. This usually takes 20 minutes, so 30 minutes is generally ok. I have 10 minutes wiggle room.

Goal 2) Get through security. Depending on the line, this can take anywhere from 10 to 40 minutes. And since I haven't traveled for 2 years, all my status is gone, so I don't get to go to the 'Premier Line' - yet. I am traveling a lot this year, and I am sure I'll get there soon.

Goal 3) Get on the plane. Boarding means getting in line, shuffling on to the plane, and finding a spot for my "rollerboard" in the overhead bin. Airlines generally board with a 'seating order', the lower the number, the earlier you can get on. The earlier you get on, the more opportunity you have to get the overhead bin space. Again, status helps and so does having an exit row or a bulkhead seat. Or asking nicely, or lying about your 'mileage partner status'. Something I've done as of late, and I am sort of proud about it.

I don't check bags, and I print my boarding pass from my computer before I leave that house. So, I skip the check-in line, and the baggage check-in, and go straight to the security checkpoint. This saves a lot of time, really. And with the airlines starting to charge for bags, I expect more people to do this. Or not, people tend to think less when traveling.

For the last few years, I've been mostly working from home, which is good and bad. I like to travel, but 100% travel is hard, and working from home 100% of the time is hard, too. What's the perfect mix? Probably 50/50. Though, I like traveling enough, I could probably go 70/30.

The good of working from home is I get to do all my hobbies; games, drums, juggling; not to mention house renovation / repair, yard upkeep, etc.

The bad is that now I am low man on the totem pole for traveling. I don't have any of my statuses anymore and therefore deal with non-priority lines and service. I know enough about the system to skirt a few of the inconveniences the novices just don't know about, so I get along pretty well, even without status.

I've been on the road for 4 weeks, and looking at probably another week, but in a different place / city / State. The last two trips have both been to the East coast, and from Portland, that means an entire day of planes, airports and automobiles. Leaving Sunday's, and getting back on Friday's, giving me about 36 hours a week at home - which does suck.

I hadn't posted anything in a while, been too busy traveling! Good travels to you, and if you travel a lot, check out tripit.com - a social networking site for travelers to see who is going to be near them on their next trip. Kinda cool, but limited to how many of your friends sign up - and update it. I am definitely slow on updating it.

Another interesting travel site:
http://www.seatguru.com - a site that tells you all the secrets about every seat on every plane. Like which rows don't recline, etc.

Basic tips:
One bag in the overhead bin, One bag at your feet! Learn it, love it, live it! If you have a big bag at your feet get a window seat 0 the aisles are narrower - I can barely get my backpack in the under-seat storage.

once on the plane - carry your rollerboard!

Don't use seats for balance or leverage to get up - someone is sitting there, and they feel everything you do to the back of their seat. Or jam your legs / feet up against it. - classic do unto others, etc.

Security, just get through it. Take off shoes, belts, jackets, phones, hats and empty your pockets. If you do it in line before the metal detector, you'll get through faster. Laptops in a separate tray/bucket/bin.

Text messages to your phone about flight status, online checkin / boarding pass printing, web browser on your phone to check statuses and schedules. All good tech bits to help. Google maps on my phone rocks, too. Not as good as GPS, but very usable.

Buying tickets online saves you money, and allows you to select your seats.

That's it! stay tuned for more random squall, hopefully sooner, and a little more often.

Thursday, April 16, 2009

Thieves' World - Sikkintairs and Portals


If you are just picking this up, I suggest reading the previous posts first!
Prelude : Characters : Act I : Act II : Act III : Act IV : Prince and Steel : Festival : Kadakithis & HellHounds

Sikkintairs and Portals
22nd of Esris
The Group is in Marta’s having drinks and dinner when there is quite a commotion from outside. Once on the streets, the Group hears screaming and cries from people outside. The noise is coming from the direction of the Bazaar. The Group rushes towards the Bazaar, and Kalima shouts to look up. The Group stops dead in their tracks, and they see 2 huge black snakes with wings – each easily large enough to carry off a horse. These flying serpent-like creatures are circling the Bazaar and seem to be attacking the city. The Group reaches the Bazaar and sees a few of the Rankan Elite Guards trying to figure out how to fight the flying creatures. The general populace is in a panic, and the Group and the Hell Hounds continue in their attempts to attack the creatures. The Group makes little impact, although Malkar is as effective as anyone with his bow. A Rankan Elite Guard named Tempus gets close to one as it swoops down, and kills it with one mighty blow. The remaining creature snatches a citizen from the Bazaar and flies off towards the East. Everyone empties the streets under forced orders of the Rankan Elite Guard. The crowd resists a little, but generally complies.

23rd of Esris
The next day starts early since most folks got to bed early, if even reluctantly. Also coupled with the fact that nobody got any business done after the attack, the streets are teeming with people. Malkar wakes in the Happy Beaver and looks around, asks around and finds that Gastov and his entire crew are gone. He goes to Marta’s for breakfast, and eats alone. He decides to see if he can find out about the flying snakes from yesterday, and goes to the only place he knows of that deals in learned information: Melilot’s scriptorium.
Meanwhile, Jack also wakes and starts wandering the Bazaar talking to anyone about yesterday’s events. Blind Jacob’s cart is a good place to communicate with all the Bazaar folk, and finds out that most folk are more fearful than informative. He wanders a while longer, and eventually goes to Marta’s. He flirts with Mary and makes a date for later on. Jack learns that Malkar was there earlier, and goes out looking for him after he is finished with breakfast. At Melilot’s, an apprentice informs Jack that Malkar had been there, but was no longer there. With a couple of padpols from Jack, the apprentice adds that most of the folks looking for information about the flying creatures are going to the temple of Vashanka. The boy apprentice also tells Jack what they are called; they are Sikkintair’s. Word on the street is that most of the resident Rankan’s think this is a spiritual summoning, and are concerned that the gods have something to do with yesterday’s attacks.

Jack makes it to the Promise of Heaven, and starts commiserating with the crowd, generally keeping the crowd riled up by agreeing with whatever opinion he hears. Malkar has spent the last hour watching the crowd. He sees Molin Torcholder on the highest front balcony, and Malkar also notices that the doors on the balcony look to be broken. Molin Torcholder is watching the crowd and receiving messages from runners. Zalbar joins Molin on the balcony, and the sound of marching boots can be heard approaching the temple. Palace guards show up and Zalbar announces to the crowd that they need to disperse or be arrested for interference. Jack and Malkar duck into an alleyway. The guards stay in place and eventually see the pair hiding; so they move on. They head back to Marta’s where Mary makes sure that Jack provides a date for her friend for their outing tonight. Jack puts up Malkar for the double date. Jack then goes and buys some fresh clothes and gets a bath. It’s already dark out when the pair meet up with the girls, Mary and Suzy. They go out to the Wideway in search of a place Mary has heard of called the Flying Fish. It’s supposed to be much more than just a bar, with music and dancing. On the way, Suzy starts screaming and Malkar sees a bleeding man slumped over a barrel, unconscious. Malkar glances around and catches a quick glimpse of a man running off. Jack takes instant action, and attends to the man with two healing potions, saving the man’s life. They pick the man up and haul him to the nearest watch shack, and are detained, being questioned for at least an hour. The night is getting late as the Group finally is allowed to leave the watch shack, the Group returns to search for the Flying Fish on the Wideway. Once on the Wideway, Malkar sees movement in the sky and recognizes a Sikkintair swooping down. Jack flies into a rage, and Malkar attacks with his knives. Jack narrowly misses as the beast flies in, grabs Suzy and lies off into the sky. Malkar manages to sink an arrow or two into the escaping beast, but Suzy is gone.

24th of Esris
On the following morning, the Group meets at Marta’s, and Malkar recants the adventure from the night. Kalima signs on to kick monster butt, and everyone is concerned about how to attack flying beasts. Kalima goes back to the Temple of Sabellia, and informs the head priestess about the abduction. The Temple sends a messenger (Acolyte Alaide) to inform the Palace of the abduction. Kalima follows the messenger to the Palace gates, and then heads to the Wideway for some snooping around. Kalima searches the Wideway for any clues from the previous night’s abduction. On her way, an agent of some unknown benefactor is looking to hire Kalima for some work. He says it is a cleaning job, the cleaning of some Wrigglie street scum. He’ll meet her again and will have a sealed packet describing the soon to be corpses. He drinks every night at the Rank and Shield. After an unproductive scouting on the Wideway, Kalima returns to the temple, and the priestess tells her to gather her friends, the Palace has responded to the message about the abduction.

Meanwhile, Malkar and Modig question the staff of the Eastern estates. They meet Tumarr who tells them that the Sikkintairs never made it that far East, they saw the beasts in the skies, but they didn’t come out of the city. Modig and Malkar leave Tumarr with a padpol for his troubles.
Nikolas poses as a palace representative and also questions the Eastern estates. His information gathering returns the same information, after bribing with a shabooza.

The Group decides they want to get into the Temple of Vashanka to do some additional snooping around. Between the information they got from the people on the estates, and the broken doors on the balcony of the Temple, they have substantial suspicion. The Group goes to Gastov who is in the Happy Beaver, and buys a sewer map to get them underground access to the Temple of Vashanka, they pay 15 sh for it. Their next task is to head over to the Temple of Sabellia. On their way, they see two more Sikkintairs circling the Bazaar. They turn and run towards the Bazaar as fast as possible, but don’t make it before one of the Sikkintairs picks up its prey. The beast flies over the Group and back to the Temple of Vashanka, where it enters the top floor balcony at top flying speed. There is no noise or evidence of any collision.

The Group gets to the Temple of Sabellia to talk with the Head Priestess. This meeting results in the head priestess hiring the group in behalf of the Prince-Govenor Kadikithis. The offer is for 1000 sh for the Group. They get a medallion with the official seal of Ranke as a sort of badge, and they are encouraged to go immediately to the Temple of Vashanka. Zalbar and another Guard meet them at the door to the Temple of Vashanka. Zalbar greets the Group, but has the other Guard escort them upstairs to Molin’s personal quarters. Upon entering the room, the group notices two things. The first is that the room is completely barren of furniture. The second is the glowing silvery portal on one end of the room. The portal looks like it only has one side. If looked at from the non-silvery side, it is like it doesn’t exist, just a slight wavering of the room seen through the area. The other side is a shimmering silver oval that is 5 feet wide and 7 feet tall. It faces the balcony doors, which have been removed completely. Jack reaches through the portal but doesn’t feel anything on the other side. They finally decide to step through the portal.

On the other side, they are on a mountainside in a huge mountain range as far as the eye can see. Looking in the skies, there are hundreds of Sikkintairs flying in the air, both near and in the distance. The Group is standing on a large ledge, and they look down, to another large ledge. On the lower ledge, they see a few bodies of the victims from the various abductions, including Suzy, or rather what is left of her and her clothing. Turning around and looking at the cliff face going up, the mountain they are standing on has a lot of caves in the side of the cliff, where the Sikkintairs presumably roost. There is one cave that is significantly larger than all the rest that is slightly above the ledge they are on; it’s a simple climb to get in. The Group decides they don’t know what they are looking for, and decide to return back through the portal. They catch their escort napping when they get back, and are taken to Molin Torchholder for a briefing. The Group informs Molin of what they saw, and in return they are berated and insulted by him. He calls them useless and insignificant. The Group leaves disgusted, and decides to try to get more information from Mizraith, the Rankan magician on retainer by the Palace. The Palace personnel are very helpful in getting the Group to Mizraith’s place near the intersection of Processional and the Governors Walk. Mizraith meets with them reluctantly and is similarly condescending. He informs them that his magical resources are doing all that they can to close the portal. The Group, disillusioned and angry, leaves to go try their luck with Enas Yorl.

Approaching the famous house on Pyrtanis Street, the Group pauses at the gate uncertainly; they see the front door of the house opening, as if beckoning them to enter. The Group walks up the path to the porch, entering the house carefully and respectfully. A squat lizard-like being with wings meets them just inside the door. It leads them to a sitting room where the Group sees a cloaked figure sitting comfortably in a chair and assumes that it is Enas Yorl. They are correct; his magically shifting form is unknown due to the coverage of the cloak. They tell him their discoveries so far, including the disdain and disinterest of the Rankan government. Enas informs the Group that the portal is most likely being held open by a significant item that is still on the other side. They need to find that item on the other side, bring the item back through, and the portal should close.

The Group heads back to the Palace to get some mountain survival equipment for their task, on Ranke, of course. The Palace allows them to stock up from their armory, and the Group prepares for their second trip through the portal.

At the Palace armory, the Group meets up with Jack, who has been training with Tempus all day, preparing to handle himself against the Sikkintairs. Armed with a long pole-arm, Jack is ready as ever to fight these beasts.

For the second time, the Group goes through the portal. They get to the other side and decide to start searching the caves, and start with the biggest one, closest to the portal. Inside it, they see what looks like living quarters for something, something very large. There is a Sikkinair spitted and roasting over a fire. The fire is the size of Gagino’s tent in the Bazaar, and the Sikkintair is one of the larger ones. They search around the cave; it has a central wall that separates the entrance from the back of the cave. Sneaking to the back of the cave, behind the wall, they see a huge humanoid, almost the same color of the rock walls. The Stone Giant hears something and starts to get up, reaching for a very large club. The Group takes position but does not attack immediately. The Giant sees the Group and rushes them. Modig manages to sneak around the other side and starts searching what looks like the Giant’s bedding. The Giant attacks and starts dealing mighty blows to Jack, Malkar, and Kalima. Nickolas manages to sneak behind it and up on its back. Finally, with enough blows from everyone and a final stab in the back from Nickolas, the Giant goes down. During the fight, Modig searches for the mysterious item; and finds a dagger-like object. The object is figured to be an Athame, a magical device used in casting rituals. This is probably the item used to keep the portal open. The Group gets back to the portal outside of the cave, and everyone goes through, with Modig bringing up the rear with the Athame. As soon as Modig appears in Molin Torchholder’s room, the portal closes. The Group gives a collective sigh of relief.

They are immediately brought into the Palace. Molin, Zalbar, Mizraith and the Prince Kadakithis meet with them, but not after making the Group wait for almost a half an hour. The Group shows Mizraith the Athame, and then is dutifully paid 20 Coronations (250 sh) for each person present. They are also encouraged to keep this information to themselves. Enas Yorl magically appears and is not pleased with the ‘reward’ that the Prince-Governor and his staff have given. Enas tells the Rankan’s his opinions of how this whole situation has been dealt with and wishes them a "good day". The Rankan’s are highly annoyed and the Group is displeased with the lack of appreciation. Both groups separate on sour terms.
They unceremoniously return the equipment they borrowed for their quest in the palace grounds, and are escorted out of the Palace. The Group stomps their way to Marta’s.

They order drinks and dinner and eat a somber meal. A voice is heard while they are eating their meal, and the lizard-like servant of Enas Yorl appears from out of thin air. The voice is coming from a Magical Mouth on a nearby wall. The voice is loud enough that all the patrons in Marta’s stop what they are doing to witness this extremely odd event. Enas uses this to tell of the Groups heroic quest to make Sanctuary safer. He also describes the level of the Rankan’s malaise towards their actions. Enas tells everyone listening that he has decided to personally reward the Group; and he is going to do it publicly, right now. Marta is so happy that she buys the Group a round of wine.

The mouth says "First, for Jack. The tough but rash ex-soldier who takes care of others first, I give to him a magical Ring of Force Shield. This will protect him as he protects others."

"Kalima, righteous leader with your friends, trying to keep an eye on all who might wrong you or others you care about, I present you with a statuette of this owl. Once per day, it can magically come to life as this size or a giant size and serve you, as you will it. Be warned: after the third time as a giant sized owl, the statuette’s magic will expire.

"Gagino, as a music lover and a friend, you’re always on the lookout for your associates, this Canaith Mandolin can aid you and your friends with healing, magical cancellation or even the summoning of a creature for aid."

"Malkar, you have the hunter’s will and skill. This tiger skin Mantle of the Predator will give you an animalistic edge against beast and man alike.

"Nickolas, with your quiet attitude, you will get this magic armor made from studded leather that is as black as midnight. Your foes will find it difficult to see you coming."

"Modig, your skills with tools and mechanical works is good, but even the good can get better. This magical ring will enhance your abilities.

"Take these items and continue on your path. I am truly proud of you, even if the Prince Governor Kadakithis, or Ranke, is not."

Monday, March 30, 2009

GameStorm 11

My first blog posting was on GameStorm 10, and since last year, I've been awaiting another GameStorm, and this weekend was it. GameStorm 11 - good times and great oldies! Here's what I played, and some thoughts about the convention, games, people and whatever else crosses my mind during the typing of this post up.

Friday - March 27th
First day, pretty excited, I am looking forward to playing some games that I am familiar with, but with new people. My Tuesday night game group is great, but I like meeting new people, too. The first hour or so was spent wandering the con and familiarizing myself with the layout; where the RPG's are, LARP, vendor room, etc. Then, I was ready to try my first game.

SPANC
I skulked around, and found a game I hadn't played before; SPANC by Steve Jackson Games. SPANC stands for Space Pirates Amazon Ninja Catgirls. I do not lie. I rate this a 2 out of 10 on the BGG scale. The game is obviously for teenage boys with no need for thought during gameplay. The game is completely ruled by dice rolling, and really has no redeeming value from any strategy standpoint whatsoever. The game is played with two to four players, and each assembles a crew of 4 randomly drawn characters, and assigning one as your Captain. Each character has 4 atributes: Space Pirate, Amazon, Ninja, and Catgirl. The game is played in rounds until one crew gathers 10 Loot. Each Round introduces 4 challenges, which have a skill related to the 4 Attributes. A roll of the dice, looking for a lower number than the challenge rating. Roll lower, continue to the next challenge. If you fail a challenge, your crew member gets knocked out and cannot continue. First person through all 4 challenges, gets a loot and toy boost. Challenges can be rewarded with Loot and / or Toys. Loot was already explained. Toys are gadgets that add Attribute mondifications - usually in the positive. The game is primarly focused on scantily clad anime girl art. Toys are items like Camoflage Bikini, vibrating swords, and Poolboys. The game is super silly and provides male eye candy (Softcore TNA), so if you're looking for that type of game, you might like it. I didn't care for it at all.

Agricola
I've posted for this game before - see my clay animeeples posts. I played this game with a new person and another that was teaching. We played 'family' style with no minor improvement or occupation cards. I've played this way before with 2 people, but was surprised how good of a game it is without the cards. It's a greatly balanced game, and the cards add a lot of variety and adds a ton of replay value, but the basic game is still a great game. A solid 8 on the BGG scale.

PS3 Games - Rock Band - Street Fighter
I got into the console gaming room a few times over the weekend and got to play the new Street Fighter IV game and some Rock Band, too. I had fun playing with new people.

Dragon Dice
One of my favorite games as of late. An old TSR game, but the rights and all of the original die molds were bought by SFR Inc. A collectable dice game, each die is a unit in an army. Each die has a value from 1 to 4. 1 = common, 2 = uncommon, 3 = rare, 4 = monster. You construct an army with 10 races to choose from, then battle your army against your opponent (or opponents) trying to gain control of 2 terrains. Using Manuvers, Missles, Melee and Magic to win. It's got a decent amount of strategy, and still has an element of luck. And even though I didn't like SPANC due to it's reliance on luck, this game at least has a lot of strategy to it as well.

Saturday

Titan
One of my all-time favorites! I hosted this event again this year, and got 4 players. Dave E and Ben from my regular Tuesday night game group, and Dave B, from my Dragon Dice group. Dave B was a newbie, but we had a few fellow Titan fans stopping by the table giving him advice during the game. I think this was great for people to help out, because any advice from us would be suspect. Ben was the first out (but I am sure he wasn't disappointed), then Dave B. At that point, we had 5 hours in the game, and Dave E and I compared Titan stacks and agreed that my Titan stack with a serpant was probably more powerful than his Titan stack with almost Hydra growth. Dave E's Titan was stronger because he was the one to manage to eliminate Dave B and Ben, but it was still only a 9 Titan. Dave wanted to go to dinner so he basically conceded, though we were both ready to stop playing.

Tichu
I quick errand into Portland, and back, then I was ready for a lighter game. I found a friend who I knew liked it and she was sitting with her friend who's husband was off enjoying the Con, and she was bored. We both thought Tichu was a good try for her. We wrangled up a fourth, and I commenced teaching Tichu to 2 new players. The game is a trick taking game, but uses poker hands for tricks. Each player doesn't (and sometimes cannot) play each time play comes around to them. The first person to go out is the winner, but the round continues until 3 of the 4 are out. It's hard to explain and teach (as I found out) and is best experienced. I enjoy this game quite a bit.

Sunday

Serenity RPG - SerenityRPG.com (site's down?)
I played this last year with the same GM. It was a fantastic game once again. Last year, it was a kidnapping rescue job, this year, the plot was more party intrigue based. There was questionable cargo on the ship, which had a datadrive with important secret data on it, and several characters had instructions or personal desire to get this data. The ship was attacked by Pirates and boarded. We managed to fight them off (I was playing the Mercenary of the ship, so I managed to get 3 of the 5 AND managed to stay unharmed - WOOT). After the fight, the intrigue started. I was going to search the cargo while everyone was in the common room (impromptu infirmiry) getting patched up by the medic. I found the cargo and with it, a small bomb - I assume meant to blow the crate up. I managed to get the bomb off the crate, switch the data drive with my dupe, and re-package everything. Then, I announced my finding of the bomb to the rest of the ship. After a lot of arguing, it was determined that myself, the Capt, and the First Mate were going to open the cargo and search it. I was able to open the crate, thus keeping the rest of the crew ignorant of my previous breaking of the seal of the cargo. After the rest of the crew sees the contents, I feign disinterest due to it not being any sort of weaponry. The rest of the crew search, assemble, dissasemble and generally do everything imaginable to the computer in the cargo box with no idea if what is so important about it. We take a day or so to get to our destination planet to drop to sell the cargo, and during that time, each interested party member manages to get a crack at the data drive to do whatever nefarious deeds they needed to do to it. When we land, we are approached by a man who's name I recognize, but he is an impersonator. I let the Captain sell the cargo to the imposter, knowing I have the data drive, and this would send the heat somewhere else, and not to my contact. I follow the man, and while out of the ship, meet my real contact, pass over the data drive, and let him berate the captain for selling the cargo to the wrong man.
Suddenly, a group of armed men with military grade weaponry suround the ship and inform us we are leaving with them - these are my full employers; the Syndicate. A few dozen meters away from the ship, the Alliance shows up, too, and a massive fire fight ensues.
The last fight wasn't played out due to time and energy constraints, but everyone got the ending they wanted. Then, we did the Big Reveal. I was successful in getting the data drive to my Employer, and that I was an agent of the Syndicate. The medic is an Alliance officer, the passenger had interest in the datadrive, but was sent to destroy it with virus / worm software. Turns out, the Alliance ended up with the virus laden data drive. That'll teach 'em.

The venue was a Hilton in Vancouver, WA, and it was nice. we had roving hotel employees with carts selling snacks and pizza - that was new. I am sure some people appreciated the fact that the food came to you, but I didn't think it was all that great. Overpriced con food on wheels - not impressed. Also, parking was a pain, and there was very limited free spots - I ended up paying for parking the whole weekend. That was annoying.

That ended my GameStorm. Looking back, I didn't play as many games as I probably could have, but I had a lot of talking time with a slew of folk and I did have a great time. I already registered for next year.

Thursday, March 5, 2009

Agricola Animeeples - Part Duex

Agricola Animeeples - Some pictures of them in use. not an exciting post, but it's still pretty cool. Petumma and Benjamin are to thank for the pics. Oh, and Benjamin's iPhone. So, blame him for the quality. hehe.

From the table side as the game is in progress.


Getting a closer look..

A different angle.
That's it. A short post, almost minimalist. I don't like it. I'll have more text or a longer post next time.