End of the World 2013, Day One
For those who have been reading this
blog for less than a year, or just don't bother following the
minutiae of my life, a little background. Five or six years ago I
joined this gaming group that has been in existence for the last 25
years or so. You read that right—25 years of consistent gaming.
Now, some caveats about the group. They only gather four times a
year. Three of those times they spend the entire day (traditionally
a Saturday) gaming. The fourth time, they spend three days gaming
with each day being a different adventure led by a different GM. One
of those sessions is the “campaign” session, the quarterly game
that's run the other times of the year. The other two are one-shots.
The first three-day event was held in November of 1989, on the date
that the little-known RPG Morrow Project
said would be the beginning of World War Three. As a result, the
gaming mini-convention would be known as “End of the World,” or
EOW.
A
little more background. These guys have been using the same game
system for the last quarter century, a homegrown pastiche of
Traveller, Morrow
Project, and the FASA Star
Trek RPG. Imagine Traveller's
PC creation structure (buildings your PC up year-by-year) and Star
Trek's stats and skills with a homegrown gun combat system bolted on
top of it that they cobbled together using FBI statistics for real
life shootings and you've got the idea. Now, I should also mention
that this group has slowly grown over time. Like I said, I only came
in about six years ago, and I'm the new guy. A typical EOW has eight
or nine people, with one serving as the GM (or as they call it, in
their time-capsule antiquated way, a “Judge”). That's a big
group, but it works, not by accident but by deliberate thought, which
I'll get into in a later post.
For
the next three posts, I'd like to re-cap the three-day event, just to
share how it all works. Most of the participants gathered together
Thursday night for dinner. Some stay in their own homes at night,
others stay at the house of the host, while others (like me, who was
coming in from out of state) stay in a hotel.
Friday
was the “campaign” session. The campaign is a “Traveller”
campaign, but only in the loosest sense of the term since they use
their own rules and a fairly heavily modified universe. Actually
I've read this is pretty typical; many Traveller campaigns tend to
take the original universe and head off in some direction. In this
campaign, for example, Josef Kafka's consciousness inhabits an
ultra-high AI the size of a planet who maintains the order of the
Empire as a virtual god. In addition, the running of the campaign
sessions revolves between three Judges, who basically collaborate on
a shared universe, each making their own changes before handing it
off to the next guy. Since their campaign has been going over for
several years, it has really moved past the “a few merchants and
marines in a Free Trader” to something much bigger. The PC's are
the crew of a 800 ton merchant ship (the “Beowulf 2”) with two
smaller ship's boats (“Eagle 1” or “Eagle 2”). The players
at this point each have two PC's, usually a ranking officer on the
ship and a lesser crew member. This allows the person playing the
navigator to have someone who might go down to the surface of the
planet. Playing more than one PC isn't all that common, especially
when you're playing two in the same gaming session, but they have it
down to a science and it really is quite effective when gaming a
larger spaceship. I just have one PC, since I only can make one out
of four session for this campaign. Her name is Natalya, and she was
a spy who signed on board as a cargo hand before her mission went
sideways and now she's stuck on the ship. I'm basically a red-shirt
who is much more competent than she should be at things.
The
plot was relatively straightforward: the crew of the Beowulf 2 are
hired by a Count and his family to travel deep into unknown space to
track down a lost family heirloom. In the process they uncover a
long-lost secret about the origins of the Empire, a planet of
super-soldiers who have been training in solitude for centuries, and
are attacked by pirates. By the end the campaign had taken a major
shift from a high-end freightliner to a small mercenary company/space
fleet. It's rare to see a sci-fi RPG game go “big” that way;
usually most campaigns just end up being the crew of the Millenium
Falcon and leave it at that. You don't see too many campaigns
revolving around the management of a multi-million credit
corporation. In the post-game discussion the Judges discussed the
possibility of scaling the campaign down a little bit to focus on
specific ships doing specific missions, with a revolving crew of
players (even introducing new hires for the Beowulf staff). Again,
you don't see this kind of gameplay too often, and it was really,
really interesting to take in.
While
the session started off a little slowly with some fairly unrelated
plot, it definitely picked up and the finale of a large starship
desperately trying to hold off a pirate fleet was sci-fi fun.
Next:
another Traveller game of a totally different color.
Comments
Post a Comment