Skip to main content

EOW 2012 Review

EOW (End of the World) is my annual mini-convention I participate in with my friends, and it was this past weekend.  It's basically three days of gaming, with a different GM running a session each day using the same generic rules system but different genres.  It's a fun weekend, and here's the review of how it went.

Day One (Friday): Star Trek
GM: Me
Story: in the TNG era, the crew of an aging Reliant-class ship are contacted by a Romulan intelligence agent about a sector the Empire ceded to the Federation several years ago.  Two centuries ago, a Romulan ship was destroyed there under mysterious circumstances, and now a colony may be at risk.  The crew discovers a planet-sized being that can siphon energy from any source.
Liked: it's my scenario so I don't want to sound like I'm tooting my own horn, but afterwards one player said that the session "really felt like a Next Generation episode."
Disliked: I waited until the last minute when it came to making up the pre-gen characters, and they were missing some details as a result.  It went short, but that really wasn't a problem for the group.

Day Two (Saturday): WWII/Sci-fi
GM: Ed
Story: the crew of a WWII bomber flies through a wormhole and ends up on a primitive, alien world.  They have to use their modern technology to help survive and support their new friends.
Liked: despite its Jon Carter-esque plot, the story and the weird alien world showed a lot of originality.
Disliked: The GM didn't have any PC's to hand out to players whose characters had died (a common occurrence in this system, and it happened to me) so I ended up sitting out the last 90 minutes of play.

Day Three (Sunday): Traveller
GM: Brian
Story: the crew of a transport vessel are thrown parsecs away from civilization in a mis-jump.  They must both survive, then negotiate with a high-tech race of mutants in order to get home.  This was actually the "home game" session in that it was part of the ongoing campaign most of the group is doing.
Liked: again, a solid story, and most of the players had a chance to participate.
Disliked: a little railroading was necessary to get the PC's to the story, but most of the players understood that it needed to happen.  The PC's were also given a tremendous technological asset that could have long-range implications in the game that the other campaign's GM's will need to manage.

Other notes:
EOW is always a good time away from the normal stresses of our lives to hang out with friends, watch movies and TV, and of course do some gaming.  The group has been doing this for over 20 years, and they have the routine down pretty well.  If there is one problem, it is that the group is almost too successful because this year there were nine participants.  With one GM, that means that in each game there were eight players, which is right up to the maximum threshold in my opinion.  Rumor has it that next year could see that number go as high as eleven, which is well above what works in an RPG setting.  We are discussing now the possibility of splitting the group during gaming sessions, although that idea has its own pitfalls and challenges.

Comments

Popular posts from this blog

A First Look at Prowlers and Paragons

For a long time I've been in the market for a new supers RPG.  Since running Marvel Heroic Roleplaying a few years ago, I've been looking at other games, including some that had been passed by the general public, e.g. DC Heroes Third Edition or Silver Age Sentinels.  This was based on the notion that supers RPG's are so niche and so under-performing as a general part of the RPG world that just because the game wasn't making a splash didn't mean it wasn't good.

Plus, I have my own tastes about what I like in a supers RPG, which I've touched on from time to time here, but to summarize I like a game that feels like a comic book, doesn't get bogged down in too much detail, but allows for PC growth and development in a tangible game-system way.  I also don't want to spend hours on character creation using a spreadsheet.  For that matter, it would be an added bonus if it could also accommodate a large number of players and didn't have glaring options…

Large modular dungeon tiles

I made five 4" by 4" dungeon tiles, which is 80 square inches, almost twice my usual batch of tiles.  When added to what I've done already, this is how big a single room I can make:


14 by 14 squares, with four squares to spare.  That's a pretty big room (70 feet to a side).  If I wanted to mix it up, I could build something like this:


I'm probably going to take a little break from this project.  It has turned out well, but until I'm closer to doing a fantasy game I'm going to focus on the games I'm actually doing.
Speaking of which, it's game night tonight...

Review: the Valiant Universe Roleplaying Game

Capsule: A near-clone of Marvel Heroic Roleplaying that throws out the good while keeping the bad.  Useful if you're a fan of the Valiant Universe.



I've been looking forwards to this game ever since Free RPG Day this year, although with some trepidation.  The rules were sketchy, and the free booklet promised more detail when the main rulebook came out.  I also snagged most of the additional free material Catalyst Games had put out as PDFs on DriveThurRPG, which gave me most of the major characters from the Valiant Universe.

Quick side note about Valiant comics, for those who don't know.  Originated in the 90's during the whole big indie comics movement that spawned Malibu, Image, and a host of others small publishing companies.  The early Valiant characters included a pseudo X-Men mutant youth team (Harbingers), a archtypal "Iron Age" gun guy (Bloodshot), the high-tech alien armor guy (the bizarrely named X-0 Manowar), and a quirky no-capes duo (Archer and Ar…