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Mythender (Dreamation 2009) [Feb. 26th, 2009|11:18 am]
Playtests: Mythender (Dreamation 2009)

I'm trying to work through actual play reports for all the games I played at Dreamation this year. I played Mythender Friday afternoon. Since I didn't really approach playtests as different from other games, I'm just going to talk about them in the same way as 'finished' games. I apologize if this isn't perfect, but I don't really have a separate 'playtest brain'. As always if you were a participant in this session or have something to say, please comment!
Mythender )
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Misery Bubblegum 2 (Dreamation 2009) [Feb. 25th, 2009|10:47 pm]
I played a second, single-shot-session of Misery Bubblegum with Rob Donoghue, Jeff Lower, Matthew Gandy, Tobias Wrigstad and Tony L-B. We tried to do the West WIng (a show where they aren't exactly shouting their emotions at each other)  and it turned into an extremely silly family drama with lasers. I can't really go into it more than that, but suffice to say the system just got out of the way and let us have lots of quick, goofy fun. I realized afterwards Rob was playing crazed billionaire Jimmy James from NewsRadio, but as a liberal president.

War isn't good for the environment!
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Misery Bubblegum, 1st Session (Dreamation 2009) [Feb. 25th, 2009|10:31 pm]
Going to try to organize these a bit better. Stealing Chad Underkoffler's Good, Bad, Ugly, Verdict style for now.

I'm going to try to do reports on all the games I played at Dreamation. I may combine the Jeep/freeform/scenario stuff I played, as it kind of was a single knot of experience. Here's the second game I played, bright and early on Friday morning. If you have questions or you played in this game, please leave comments!
 
Misery Bubblegum (Dreamation 2009)
 
Before I start let me say that of the indie games I played this weekend, Misery Bubblegum had the slickest system. I include the TSOY hack 1st Quest in that estimation. I played it twice, it was great both times, and I will sell my toe to get a copy when it is released. I'm mostly going to talk about the game centered around the high school basketball teams.
 
THE GOOD
-Once the rules were explained, getting into the game was very fast. I've been obsessed with the television show Friday Night Lights, and a sports-centered high school show seemed like a perfect fit for MB. It took maybe ten minutes to go from premise creation to character creation to play.
 
-The card art is great. Each card has an emotion or emotional need or emotional strengths as well as an evocative shojo-manga-style. The graphic design is simple and cute. Simply put, the physical artifact of the game oozes personality, craft, and warmth. This is because Tony drew everything. I  love it.
 
-The cards themselves create a great sense of how the game should run and really flavor the dialogue and dramatic moves. At one point I had the 'Will You Reveal Your Secret?' card out and charged, one of the most powerful cards in the game, and the episode was winding up. I was playing Flash the Flamboyant Royal captain of the Boy's Basketball team. I had been unsuccessfully 'helping' my pal Mungo get the girl of his dreams at basketball camp. So I take a scene with him and REVEAL that Flash, king of the school, is gay. Not just gay, but in love with Mungo. Will he go out with me? Nope, he runs off. Awesome. That single card and argument set up the rest of the segment and THE NEXT segment. That's some powerful mojo right there.
 
-Misery Bubblegum does something I love from IAWA, which is that it produces quick, fun, connected sessions without forcing you to hold onto your character. We played three sessions, and I switched from playing the conniving coach of the women's b-ball team to the star players of the men's team, Flash. Flash and Mungo were a couple of one-dimensional background characters who briefly appeared in the first session and suddenly came to life in the second. I think the game is robust enough that this will happen naturally. Certainly the sort of cardboard school we started with was a living, breathing place after just three short sessions. This combination of transparency of character transfer and quickness of sessions will make MB a great pick-up or lunch time game. Being able to tie that into a bunch of episodic sessions over weeks or months is the killer app. Further, the other two players played the same characters the entire game and the system completely supported that choice, as well.
 
-Misery Bubblegum doesn't have conflict resolution. This is awesome. All you can get in Misery Bubblegum is an answer to a question or the last word in an argument. Remember, though, that the game is populated exclusively by people who care what other people think. This explicit instruction forces you to interact with the other players in a really interesting and open way, but never allows you to force others to do your will. No, that must be done through guile, cunning, and the ascent of the other players. It's really, really brilliant, and produces funny, heart-wrenching narratives that are melodramatic but never loudly operatic

-The lack of conflict resolution allows moves like arguing through a basketball game to really sing. Flash and Mungo humiliated the Naive Chamion and the Feisty Rebel (can't recall names) in an after-hours game, crushing their spirits and revealing the coaches treachery. The Feisty Rebel rejected Mungo's "help" during a practice game at camp, driving Mungo into the ground. Flash and Mungo faced off, best friends, now competing for dominance in their relationship. Great, great stuff.
 
-You can pass people cards to emphasize what you're saying about them. Flash was telling Mungo how much he missed him, and how he'd always be there for his friend. I passed Daniel a really high card (Tough) while saying this. Daniel didn't freakin' forget who gave him that card, or why. This completely flavored his play. A little difficult to get into the card passing, but once you grokked it, it was a really powerful little mechanic.
 
-The Players. Wow, what a great group. Rachel ([info]earthenforge) Walton, Daniel Ravipinto, Lisa ([info]drcpunk) Padol and Tony Lower-Basch. Everyone brought something cool to the table, and played hard as heck for four hours straight. The stories we told had the hearts of lions. Thank you, Daniel, for asking me if Flash would give up basketball for his love of Mungo (no, he won't). Thank you, Rachel, for being Flash's beard (yes, he would like to go out for pizza after the game). Thank you, Lisa, for being hurt when coach betrayed you (that's what you get for playing in an unauthorized game). Thank you, Tony, just thank you.</lj></lj>
 
THE BAD
-Some of the explanations of how the cards work are a little obscure, and sometimes it felt like the Desires (character missions for an episode, essentially) didn't fire on all cylinders. These are minor complaints, however, and not game-breaking. Once you do an episode, the card-passing mechanics make sense and the game just sort of sings.
 
THE UGLY
-I played some ugly, ugly scenes. Whether it was the women's basketball coach selling out 'her girls' by training the boys team to beat them, or mercilessly tormenting a nerd in the school hallway, Misery Bubblegum gave me the room I needed to be totally evil. It also gave the other players the chance to be funny, rebellious, naive, and awesome. But that's not ugly, that's perfect.
 
THE VERDICT
-Buy this as soon as it comes out. Tony, publish it already, this cake is baked. Can't wait to play this with D3.
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DO: Pilgrims of the Flying Temple (Dreamation 2009) [Feb. 24th, 2009|11:35 am]
I'm going to try to do reports on all the games I played at Dreamation. I may combine the Jeep/freeform/scenario stuff I played, as it kind of was a single knot of experience. Anyway, here's the first game I played, on Thursday night. If you have questions or you played in this game, please leave comments!

Do: Pilgrim of the Flying Temple (Playtest)
This is Daniel ([info]gobi) Solis's game. It's a mix of Little Prince's naivete and Avatar: The Last Airbender's emo-porn with magic kung fu.

My favorite part of this game was character creation, where we went in a big circle and told stories about each otherscharacters getting into, and out of trouble. I really liked that the narration rights were given to you for the people on your right and left, and you were able,but not required, to make input on anyone's story. This hit the right balance of "interested and adding to other people's stuff" and "I don't have to absolutely internalize everything that happens at the table". I really liked the recurring teaching staff of Bottomless Ocean, Galloping Whale, and Darkness Falling. Seeing them get reincorporated was super-fun, and it was a shame that those nascent side characters essentially got tossed aside as soon as the 'real game' started.

The other thing I really loved about Do was the mechanical weight that your character's name gives you. I sort of purposely chose a weird name (Aromatic Gale), but even then, because my name told how I got into trouble (Aromatic) and how I got out of it (Gale), it really colored my character. People who chose more strongly than I did were even more influenced by their names.

I felt once we hit the main body of the game, though, it got kind of shaky. The amount of attention required to every piece of narration went way, way up, and with the exception of breaks there was little downtime. I felt like I was almost continuously either absorbing information or giving it, and this completely exhausted me by the end of the session. I think I described it as 'creatively brutal', and I felt like I had just done three Harolds in a row.

The basic set-up was that the group got a letter. We used Ben Lehman's 'Eaten By A Whale' letter in which a girl is trapped inside a whale and is asking for help getting out. Each player then creates a problem, and a player's turn is taken up by trying to solve one of the problems on the table. This led to some really fun stuff. For example, attempting to use a large mirror to hide the whale from a whaling fleet resulted in pretty much everything catching on fire. It also led to some situations where certain problems couldn't be solved, for example a charge to 'create a plan that will work' was never really addressed, because by the time anyone expressed interest in it a plan was already in motion and so it didn't make sense.

One thing that occurs to me is the scope and tone of the game led to part of the predicament. There are four 'types' of game, Small Dark, Big Dark, Small Light, Big Light. Big and Small are the scope of the game, Light and Dark are the mood. We played Big Light, so we were going for big comedy. We started pretty big and quickly turned everything up to 11. By having all aspects of the story amped up like that, and nothing to really induce us to slow down, the story just got loud and fast. I think this contributed heavily to the overstuffed/overstimulated feeling I got.

I think Daniel is still in the middle of the development of DO, so I don't attach too much weight to my experience in the later game. Even so, my experience was mostly positive, and for a half-baked game that is pretty incredible. I can't wait for this game to be more finished.</lj>
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Dreamation Was Incredible [Feb. 23rd, 2009|01:07 am]
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  • The pie eating contest against Bottomless Ocean during character creation in Do: Pilgrims of the Flying Temple
  • Basketball-games-as-emo-conversations in Misery Bubblegum. (Hell, ALL of Misery Bubblegum)
  • That haunted feeling I've got from Under My Skin. I really loved how Sky and Gilliam decided to work through their troubles and try to start over. Bittersweet and beautifully surviving the wrecking balls that started swinging at the beginning of the game.
  • In Montsegur 1244, Garnier kindly cleaned and bound Ameil's hand wound by spitting in it and wrapping it in shirt leather. Amiel showed up a few scenes later with one arm.
  • Watching people 'get' the 1st Quest noun/verb magic system. Talking Transport, Healing Life and Destroying Death!
  • Also First Quest: Paul Tevis changing 'Country' from his clueless bumpkin roots into a New Camelot city hero.
  • "War isn't environmentally friendly" - Tobias's opening line of West Wing by way of Misery Bubblegum (Two mentions!)
  • Diner food and a walk through the near-violence of the New Jersey bar scene at 2am.
  • The charge to go towards happiness in Happy Ends, and the amazing and touching success it wrought.
  • All the people I played with, talked to, laughed with and listened to. I felt like I squeezed every ounce of Awesome out of Dreamation this year. Next year is too far away.
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