bastille and I went to
AmberCon NorthWest this year,
along with
rob_donoghue and
debela for
the first time since 2002. The con's grown a fair amount (almost a hundred
people now), the Edgefield's changed some, and the game selection has moved
considerably further away from traditional Amber, but a good time was
definitely had. We'll be back next year, I hope, barring unforeseen
circumstances.
There was just a single Evil Hat game this year,
Karm v. Osric (watch
this space for a posting of the game materials). Sadly minus
drivingblind this year,
rob_donoghue and I
enlisted the help of
denyse and
evilmagnus,
the end result of which was high wackiness starting about midway through
the game and ending in a bloodbath at the end (five of our sixteen PCs
didn't make it to the end).
We had some truly magnificent moments, some nice "Obie" nominations, with
folks from our game taking three of the "awards" --
bastille
won "Most Heinous Betrayal", Mike Sullivan won "Best Quote", and Bernie
Hsiung won "Best Improvised Solution" -- and I think all of our players
had fun. All in all, I think the game went extremely well, if down somewhat
unexpected lines -- much better than I had expected considering the amount
of ad-hoc design and last-minute preparation that went into the game this year.
The details:
When we ran Women and Children back at ACNW '02, we had a lot of
carefully balanced factions, allies and enemies and axes of play.
Blood Ties, our '01 game along those lines, was pretty similar.
This year was kind of raw chaos, partially because the game went through
several major design revisions as it was written, and partially because
the factions and alliances were considerably less clear-cut, with a lot
of characters dealing with likely-conflicting desires and goals.
The game started off like we like to see these games starts -- little
huddles of frantically plotting factions. Evil Hat games of this sort
tend to require very little GMing (95% of the work goes into very
detailed character write-ups, although at a character booklet length of
as much as 30 pages this year, it was really too much detail).
So we wandered around, listened to conversations, planted rumors,
answered the occasional question, during the morning.
Then, around noon, Bernie, who was playing Quinn, the
sorceror-gadgeteer, decided he was going to take
losrpg's
character, Spencer, who'd gotten the Dark Heart of corrupted love, up
to his laboratory, in order to put him in his one working gadget, a
machine that could detect fae magic. (That involves strapping the
victim to a big vertical wheel and spinning it a bunch. I referred to
it as "the centrifuge" and the name stuck.) Except that Quinn also
had the Heart of Arden up in his laboratory, powering a weather
machine, and the two Hearts in close proximity basically caused the
weather to erupt in stormy fury.
That led to an afternoon full of two PCs trying to destroy the castle,
another trying to save it, frantic politicking, wacky fae hijinks,
jhkimrpg's Osric turning of the Heart of Arden into Rebma's
analog to the Jewel of Judgement, and eventually, Oberon returning and
doing a lot of yelling.
With these "historical" Amber games, I like to try to walk a fine line
between reflecting canon history and ensuring that the players have
full freedom of choice. Some of that worked out decently in this game --
Moins became the first ruler of Rebma (after Lir's death); the
Rebman 'Jewel' became a weather artifact imbued with Pattern; Rebma
rose in power and Arden declined; the vendetta defense was established
and Osric was banished, with the stage set for Oberon eventually
sending Finndo off for trying to usurp power. And most things in the
game settled out to give almost all the PCs satisfying endings, I think.
Particularly entertaining moments, from my perspective:
- The Urthscmug vowing to find and destroy this "love" thing that was
keeping Faiella in Amber.
- Cymnea and Faiella making identical grand entrances from opposite
ends of a ballroom.
- Quinn talking mtfierce's Faiella into allowing him to
centrifuge the infant Eric -- and pjack's Finndo's
double-take upon walking into the laboratory and seeing this.
- The old Karm using his One Last Good Fight to kill the Urthscmug
(Arden's fae ruler), and then spending the remainder of the game
hobbling around with a cane.
- The dying Dorr receiving his sole bit of medical attention from Quinn,
who wanted him dead -- and Dorr's continued attempts to talk despite
Quinn trying to assure other people that he really was dead.
- bastille's Cyrus killing his best friend Lir less than a
minute after Lir triumphantly became the King of Rebma, as revenge for
sleeping with his wife.
(The background for the game is partially based upon the setting of
drivingblind's FATE Amber game from a few years back,
Born to be Kings.)
I had fun in the games that I played, although the time zone was really
killer (I had a tough time staying awake through my evening games), and
I've come back with a bunch of ideas for what to run next year. In
particular, I think I've figured out how to make our long-talked-about,
long-prepared-for, still-not-finished (and which last I looked at it,
needed a ground-up rewrite) game Oceans of Time genuinely workable.
More on that in some later post.
Anyway, it was awesome to be back at the con, awesome to see folks I
hadn't really gotten much chance to talk to in years, and as always,
creatively inspiring. (Although sadly the Edgefield has ditched the Mount
Angel root beer, which made me very, very sad.) Next year, I hope to
see more of you there!
(I've got a bunch more life update stuff to post, but I'll do that later
and friendslocked.)