Long ago in my previous life as a chiptune music blogger, I used to be the social media person for MAGFest's mini-stage at PAX East. In addition to my MAGFest duties, I would take some time to go chat with developers, play some videogames, and generally just absorb the culture of the event after which I'd write up an article about what I saw and played. With the return of my blogging life, I feel it only appropriate to revive this article series to fit my new form, though this time around there wasn't so much schmoozing and playing games as there was running games and...running games. So maybe this also kinda counts as a review thing? We'll figure it out by the end I'm sure.
INTRO
Rather than just showing up, going to panels and networking like I did last year, this year I decided I'd run some games. I'd originally reached out to Tony Vasinda at Plus One EXP about running games for them - I have run games at GenCon for Hunters Entertainment and for Kobold Press over the last couple of years, and given both that I am writing something for Plus One EXP that I really ought to playtest but also because they publish a whole bunch of games I really like but never have a chance to run at home, I figured that was an easy shot to line up. Tony recommended I reach out to the Games on Demand folks - Plus One EXP was planning on having a small "takeover" on Saturday evening, but that if I really wanted to run their games, Games on Demand would be the place to do it. And so I did, and I ran games there, and it fucking rocked.
THE WASSAILING OF CLAUS MANOR, by Mike Martens and Michael van Vleet, was the other game I'd originally gone into the weekend to run. For about the first twelve seconds of explaining the game to people, it appears like it could be any number of wholesome Christmas stories - the players take the role of servants of the estate of Santa Claus and his family and it's your duty to make sure that everyone's needs are cared for to make sure Christmas goes off without a hitch. This would be totally fine and normal were it not for the fact that reading the history of the family members reveals some darker intentions and motivations - and not just petty backstabby things, like "made a deal with an elder god from beyond time and space to be able to deliver everyone's presents" and "sell the family's valuables without being caught so you can fund a service to kidnap naughty children and ship them to the North Pole for aggressive reeducation from a young girl who is Definitely Not Krampus." You know, normal stuff.
Now, I've never played Trophy and know nothing about running it, but I'm aware that The Mikes are old hat at writing Trophy incursions and this was very evident to my players over the weekend who WERE big Trophy heads - they had nothing but praise for it. From a complete outsider standpoint, I will say that the card-based generation of whose problems showed up in what order was very slick (and made all the better by the use of the official card accessories, which Tony was very kind to provide me with to use), but the ability to push problems off onto other players if you wanted to be petty almost never came up in our two hour game! It turns out, people just really wanted to deal with the challenges they were dealt. Actually, to that point, I'd like to address some deviations I made from the rules so that should you find yourself in the same situation you'll be prepared too. I will say though...maybe don't try to run a game in under three hours unless you've all played before - not to say that you can't, but you end up rushing, which led to things like:
Because I am what one might refer to as "calendarically challenged," when I saw Richard Ruane asking if anyone wanted to run Moonlight On Roseville Beach during Plus One EXP's Games on Demand Takeover, I went "Oh yeah! I can do that! I'm only running 10 hours of games over the weekend, I can do four more!" In addition to driving five hours up to Philly. And five hours back. In one weekend. It was fine, but lord was I tired.
Unfortunately, this panel was the only panel I had time to go to what with all the game running over the weekend. Fortunately, this panel fucking ripped. You'd think that talking about why you tell sad stories would be, at the very least, not a pleasant topic to speak on but honestly I found myself nodding along to everything. I think folks' backgrounds were varied enough on the writer/actor/player spread that every person had really cool things to say about the topic, and while my sleepy mind may have lost most of the particulars of the conversation (god I hope it was recorded somewhere), I can tell you that it has been rotating around in my mind ever since the panel ended. Also, this was my impetus to start listening to The Heart Is A Dungeon, and of course by the end of the prologue Rahrah had me sobbing in my car on the way to work so I'm gonna say I think they know what they're talking about on this topic.
I really have to hand it not only to Brian and Natalya's leadership and all their administrative duties but to all the other GMs who ran things over the weekend. The house was packed pretty much from open to close all weekend. Creators were showing off their games. People like me were running games they just really liked and wanted to share with people. It was a well oiled machine of nerds playing pretend with and around each other and it ruled. Prior to, as I often refer to this to my IRL friends, "pretending to be famous on the internet" and really engaging with the TTRPG scene at cons, I truly never played con games. Playing games with strangers? Not actively curating your playgroup? Disgusting. But actually no, it absolutely rules and I love it. I hope next time around I plan my time a little better so I can actually play in some games too (#foreverGMsquad), but all in all, no notes on management or vibes.
HELLWHALERS
HELLWHALERS, by Moss Powers & friends as Brewist Tabletop Games, is a game about Christian religious trauma. It's also about doing your best Captain Ahab impression by hunting a whale on the seas of Hell with several other damned souls as a last-ditch effort to seek salvation. As a Jewish person, and honestly not one who has really spent that much time on the religious side of things, I was worried I didn't really have a lot of the in-built Christian trauma to work through that I imagine makes this game hit harder for a lot of folks. For example, all of my Catholic friends I've brought this game up to have all given me the reaction both of "oh yeah, that's that good shit" and "oh, playing that game is going to be pure suffering" and congratulations, after running it I can tell you both things are correct! And I mean that in a positive way!
I think HELLWHALERS is extremely mechanically sound, with the necessary nightly gambling portion becoming the Oracle for the events of the following day. The game does make mention of being adaptable for longer games, but in my opinion HELLWHALERS is best enjoyed either as a one-shot or as a very short campaign, for a few reasons:
- The game relies very heavily on player buy-in - if you have players who are REALLY, REALLY into the premise, you'll have rich scenes to play through and longer gameplay will be a natural consequence of the roleplaying - but none of that is in the book (aside from the rewards for roleplaying, that is). If your players aren't clicking, a long game may actually be hellish.
- Aside from a few inspiration sparks in a few places, there isn't a lot of guidance for GMs beyond the actual mechanics. I fully admit this might just be because I'm not a Christian so outside of recognizing Hell as A Really Bad Place To Be and therefore Everything Should Suck, I think maybe I lacked context to really make those inspiration sparks catch fire. In a long game, I feel like you've really got to have a good idea of what Your Hell looks like and what will happen, which takes this from an otherwise fairly straightforward pick-up-and-play series of roleplaying challenges and gambling into being pretty heavy on the prep.
- The endings. I cannot make this clear enough - I LOVE the endings, because they are exactly my kind of bullshit. I was the kid who, after reading Albert Camus' "The Stranger" in highschool thought "wow, I bet reading 'Anna Karenina' and 'The Metamorphosis' and 'Crime and Punishment' and 'The Trial' and 'No Exit' will be a really cool thing to do that will have absolutely no adverse effects on who I become as an adult." Because I was a fool. I don't think I can do a better job of talking about the endings than Aaron Voigt did, but what I can say is that if I were playing a long campaign of HELLWHALERS and was not made clear what the tone of those endings were, I think someone who didn't make the literature choices I made in highschool would be very upset.
Now, as I said - all of those things are, in my opinion, something that makes HELLWHALERS ill-suited for long games. But for a one-shot at a con? Perfect. Literally perfect. The players who got it, got it. The ones who didn't were still along for the ride and they still got to be awful people who gambled and hunted a whale. It was a great experience.
Buy the game on ITCH or over at Plus One EXP, and if you'd like some actual plays, why not try the one-shot on Moss' YOUTUBE or the short campaign from GAME MASTER MONDAY (also available on your podcatcher of choice).
THE WASSAILING OF CLAUS MANOR
THE WASSAILING OF CLAUS MANOR, by Mike Martens and Michael van Vleet, was the other game I'd originally gone into the weekend to run. For about the first twelve seconds of explaining the game to people, it appears like it could be any number of wholesome Christmas stories - the players take the role of servants of the estate of Santa Claus and his family and it's your duty to make sure that everyone's needs are cared for to make sure Christmas goes off without a hitch. This would be totally fine and normal were it not for the fact that reading the history of the family members reveals some darker intentions and motivations - and not just petty backstabby things, like "made a deal with an elder god from beyond time and space to be able to deliver everyone's presents" and "sell the family's valuables without being caught so you can fund a service to kidnap naughty children and ship them to the North Pole for aggressive reeducation from a young girl who is Definitely Not Krampus." You know, normal stuff.
Now, I've never played Trophy and know nothing about running it, but I'm aware that The Mikes are old hat at writing Trophy incursions and this was very evident to my players over the weekend who WERE big Trophy heads - they had nothing but praise for it. From a complete outsider standpoint, I will say that the card-based generation of whose problems showed up in what order was very slick (and made all the better by the use of the official card accessories, which Tony was very kind to provide me with to use), but the ability to push problems off onto other players if you wanted to be petty almost never came up in our two hour game! It turns out, people just really wanted to deal with the challenges they were dealt. Actually, to that point, I'd like to address some deviations I made from the rules so that should you find yourself in the same situation you'll be prepared too. I will say though...maybe don't try to run a game in under three hours unless you've all played before - not to say that you can't, but you end up rushing, which led to things like:
- preparing the deck of family to be sure to include any family that players had specialty with due to their tenure at the house, but basically keeping the number of family in the deck to 3 (which was one more than half the players)
- after allowing all family members to have their first Trouble, removing one of the family members from the deck
- after those family members had their second Trouble cleared, sticking with one family member to get to their level 4 Trouble
- liberal use of stacking skills, Twists, allowing other players to assist, and giving extra Dark dice to their pool as the story got weirder and weirder
Like I say, there was very little use of the Duck mechanic because people genuinely just enjoyed the prompts they got such that they wanted to do whatever they could to resolve them, but of the two groups I ran over the weekend, the one full of Trophy players got super into Cooking Someone's Goose near the end of our session and that ruled. I'm becoming much more a fan these days of "let the player narrate a wild and wacky thing, then roll for it" kinds of games as opposed to the crunchier games I used to play, and Wassailing definitely lets you get as wacky, petty, or gruesomely inventive as your mind will allow. Definitely worth playing.
If you want to buy it, you can grab it on ITCH, over at PLUS ONE EXP, and if you want to watch some actual plays I recommend THIS ONE from Kat The Lore Mistress and THIS ONE on the Plus One EXP channel.
MOONLIGHT ON ROSEVILLE BEACH
Anyway, so Roseville Beach. Like it says on the top of the book pictured above, it's a queer game of disco and cosmic horror. Frankly if that's not enough to sell you on it I don't know what else I can do for you. On the other hand, if you need a more pointed description, it's a game that focuses on very strongly thematic playbooks, building a dice pool to handle challenges as they happen, and otherwise having everyone at the table build a narrative together along with placing very strong emphasis on relationships. I'm aware that this is not a new trend in games, necessarily, but I feel like this game is in conversation with a few other games like Monster of the Week, Triangle Agency, and The Between with regards to the narrative and mechanical impetus to honor the character's reality while also tying narrative prompts to the mechanical implementation of the game. I feel like the longer I talk about this the more in the weeds I'm getting but perhaps more succinctly I can say: game good.
Because I only had one game of Roseville Beach to run I was really anxious to make sure it was good, but I needn't have worried - three of the players had actually been in the same boat as me insofar as they had bought the game LAST PAXU and hadn't had a chance to play but were very excited, and the other two players were two younger...friends? ("Harold, they're lesbians!") who hadn't heard of the game before but were very interested in playing. Everyone had a wonderful time building out their characters from the premade characters we had to work with, and even though out story ultimately ended up on a cliffhanger due to time it absolutely felt like we squeezed every ounce of juice out of those four hours of gaming. It was a deeply fulfilling experience.
If you are hot and sexy and have good taste, you should prove it by buying the game on ITCH or on PLUS ONE EXP. If you want some EXCELLENT actual plays, you should either go for GnomeAnne's miniseries or the one over on The QueerXP (on SPOTIFY or whatever podcatcher you use)!
THE HAUL
As to what games I came home with - I was very grateful to Moss for gifting me the cloth HELLWHALERS sic-bo board (and some sea glass beads, not pictured) for running the game. Likewise, very thankful to Tony and the Plus One EXP crew for giving me physical copies of The Wassailing along with its expansion and its various accessories. I was not expecting to be able to get my copies of Brindlewood Bay & Nephews In Peril that I'd funded through the The Between hypetrain, but so I did. And straight from Jason Cordova, no less! Jason, Alex Rybitski and Bran Lavigne all twisted my arm, beat me up and took my wallet to get me to buy the copies of Trophy Gold/Loom + the Trophy Character Creation Cards. With my funds only barely left intact, I meandered my way over to the Stockholm Kartell, was only slightly an embarrassing fan (we'll get to that in a second) and finally bought a copy of MÖRK BORG along with the FERECTORY expansion because I definitely needed to get a copy of DARK FORT, which was included. It is probably a good thing that I'm poor right now, because had I not been I would have spent a lot more money on a lot more games and I would have ended up having to rent a trailer to drag behind my car to get them all home.
ADAM'S TIME AS AN EMBARRASING FAN
PAX Unplugged 2023 was one of the most important conventions I've been to in the roughly 17 years I've been going to cons. I was scared, panicking, and frankly not expecting anyone to give me the time of day because aside from fumbling my way into an ENnie thanks to a very talented group of co-conspirators, I'd done basically nothing of note at that point. It turns out I needn't have worried, because the creators I met then were extremely welcoming and it really set the tone for my 2024. The bar for 2024's PAXU was, understandably, very high, and therefore I was still unfortunately anxious. It would probably be very gauche to namedrop everyone here, but suffice it to say I spent some time telling some folks how very excited their work makes me. In particular though, I am thankful to Johan and Pelle for suffering through me talking to them about how fascinated I am by MÖRK BORG despite only just buying the game from them, because it ties into the stated premise of this blog. With the preponderance of _ BORG games, I've been interested in exploring them because it looks like their baseline framework is drawing a lot of people to it to hack it into all different kinds of genres rather than making their own games with their own identities. The idea of "silver bullet" systems - ones that people try to hack to do something vastly off of the original premise because they know the system well rather than going for an established game that already does whatever they're looking for - is something that has fascinated me for a long time, so hopefully I'll get to exploring that here in 2025.
Anyway. Beyond fanning and fawning over at the Stockholm Kartell, I was very thankful to finally meet Alex and Bran and Jason over at The Gauntlet's booth as well as running into B Narr a few times! For those of you who were not a part of The Between's BackerKit experience, the print run fundraiser for The Between included a number of expansions from the core setting, one of which being called "Blood And Coal" and is being written by Alex and B and Wes Franks and Lin Codega! I had a wonderful time chatting with them throughout the weekend on what to expect - as someone who's wrapping up an Old Gods of Appalachia RPG actual play and who had promised that I would run "Blood And Coal" at every con I was at for a year once it comes out, to say that I am gnawing on the bars of my enclosure while I wait for its release would be an understatement. The fact that Bran had the booth looking as great as it was is a testament to the fact that everyone needs a good event planner in their employ, and of course getting to chat with Jason IRL was an absolute joy.
Unfortunately, this panel was the only panel I had time to go to what with all the game running over the weekend. Fortunately, this panel fucking ripped. You'd think that talking about why you tell sad stories would be, at the very least, not a pleasant topic to speak on but honestly I found myself nodding along to everything. I think folks' backgrounds were varied enough on the writer/actor/player spread that every person had really cool things to say about the topic, and while my sleepy mind may have lost most of the particulars of the conversation (god I hope it was recorded somewhere), I can tell you that it has been rotating around in my mind ever since the panel ended. Also, this was my impetus to start listening to The Heart Is A Dungeon, and of course by the end of the prologue Rahrah had me sobbing in my car on the way to work so I'm gonna say I think they know what they're talking about on this topic.
12/12/24 EDIT: Had I been but slightly more patient, I could have included this embed of the panel! I didn't realize it was being recorded! Go watch it and have feelings about it.
OUTRO
PAXU 2024 fucking ruled. I then immediately drove home and smashed up the bumper of my car.
Truly, my life is a rollercoaster.
Anywho, below is a picture of what my TTRPG shelf looks like these days (minus the two D&D shelves) after adding my haul to it. If you've made it this far and think I might be fun to play games with, uh...if you see something you want to play, let me know? I don't mean As Content - like, yeah, sure, if you want me on your podcast to play a game that would rule and I would love that but I more mean, like, hey, are you passionate about games and want to play one with me? Hit me up on BlueSky at @iknowadamseats.bluesky.social.
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