This won't be a multi-part blog post like my recent videos here, here, and here. Instead, I'm gonna try to get it all down right now.
Overall, it was a great time. I saw Joe Manganiello at the bar during the charity auction on Saturday (was heading there for my dinner reservation - the yukon gold mashed potatoes were not as creamy or buttery as I remembered, but the prime rib was on point), and I had to get a quick photo with him. For my wife if anything, but it's always cool to meet a celebrity. Even if the entire interaction took 3.47 seconds.
Had dinner with the old-school, gray beard, X crew who saw me about to eat alone and asked me to join them. Thanks, guys! I'm all-in if they want to make this a yearly tradition, dinner together Saturday night followed by a gaming session (I volunteer, as tribute, to GM in 2026 and after that, whoever wants to), probably off-site. Cerulean Rex mentioned a brew pub and pizza place just a few miles away that sounds ideal.
Anyway, I met a ton of friends, fans, familiar players, and well-wishers throughout the weekend, and that was awesome, too! Bought some cool stuff + got a sack full of swag. You can see all that in part 3 of my con report vlog.
But yeah, let's dive into the sessions themselves. Obviously, I'm not going to detail the five sessions I ran at GaryCon, even if three of them began in nearly identical fashion. Rather, I'm going to hit the highlights and talk about what worked, what didn't, noteworthy stuff, wisdom gleaned, and inspirational detritus (in no particular order)...
Too much boxed text? I'm not sure what the right amount is. I think you can err on the side of a little more "read aloud" since PCs seize on any tangible (albeit in our collective imagination) stuff they can find. I've recently been experimenting with X's grok A.I., and it gave me some nice descriptions for a Cha'alt location. I asked grok to describe things in the style of Clark Ashton Smith - and it did - which made it so cool that I kind of wanted to use it all. But when I publish the scenario, I'm going to rein it in.
The pre-gens were a hit. I still can't believe (yeah, I can, actually) I forgot to hand-out the 2nd group's character sheet notecards until two-thirds of the way through the session. But hey, it worked out. There wasn't too much on the notecard, anyway, and the players focused on roleplaying, as they should.
Demographics: There was one woman each in the first and second sessions (both Cha'alt) of the five I ran, two LGBTQ+ individuals total (I didn't ask, just made a judgement call based on perception), and zero "people of color" or non-white folks. Not that I care about mutable or immutable characteristics when we game (just thought it was interesting data), my focus is on the game, not identities or politics.
Interestingly, one of the women was in that Cha'alt session I ran years ago at GameHole Con around Halloween with the downbeat ending. She remembered, especially since the PCs entered The Black Pyramid's museum and that's one of the rooms the other adventuring party explored, too. She remarked that she was one of the few PCs in that other session who wanted to do stuff. Everyone else (well, not everyone, surely) just kind watched and waited, believing discretion was the better part of valor, perhaps? Years ago, that session was heavily criticized by another player at the table; you can see for yourself in the comments section here.
Anyways, that was just one of the many strange and awesome coincidences that occurred at GaryCon this year - like finding a rogue d6 of the blue variety under an empty table next to where we were supposed to run Alpha Blue (the system uses d6 dice pools and it's called Alpha Blue)... except that I found the space too distracting and loud, so we moved to a hallway where it was relatively quiet. I took that as a sign - one of many!
Speaking of blue, that color was a theme in the dramatic reading (I handed out a two-page script to a couple of players and they read / acted it aloud while I took on the narrator and loud speaker parts) that began all three Cha'alt sessions. It was inspired by those two older guys in the movie Cabin In The Woods. I'd never done anything like that before, but I think it worked. Mostly because it was referenced later in the sessions, and became a major plot-point in at least one of those sessions. It led to a greater understanding of what was going on behind the scenes, causing an apocalypse (yes, another one) as a Great Old One awoke, which actually would happen later, off-screen.
Everyone who read did a great job, and that's something I want to experiment with again. Just getting players to loosen up and interact with the story in a physical but also theatrical way helps prepare for the session ahead. I believe last year or the year before that I opened with a dream sequence where a specific line was repeated several times throughout the narrative like a feverish esoteric refrain.
The fruities were a big hit, they always are. At the end of one of the three, the PCs encountered a small army of fruities from a mirror universe or dark timeline, providing another opportunity for combat. I know my sessions aren't combat focused, but I was really surprised how many PCs did everything they could to de-escalate potentially violent situations. That means, I should either skew encounters to have more non-combat usefulness / gameability or take them out altogether and replace them with more interesting non-combat encounters. Of course, as soon as I do that, players are going to want to rip someone's head off. Lol, sometimes you can't win.
When something comes up that's just tentacles-down fantastic (in terms of lore, more so than PC or GM success), it becomes more or less canon, unless something happens to upend it down the road. The desire to taste a fruitie after its demise and some inter-player commentary led me to officially recognize that tasting a fruitie will leave that particular flavor in your mouth whenever you eat something. I assume a priest could maybe cure that, or it goes away after several months, maybe a year. So, be careful which fruitie you're going to munch on, if at all.
The all-time greatest lore addition to any session of the weekend has to be the Chad-player who cut through all the fancy language, romantic prose in order to get to the crude, sleazy center of those polished fuchsia stones representing points of Divine Favor. "Dude, thanks for the cum-rock... nice," he said as I handed him the Advanced Crimson Dragon Slayer metacurrency which has been incentivizing awesomeness at my table (and many others) for at least 5 years.
Sexual gratification wasn't the only way to acquire Divine Favor, but it was definitely one of them. Referring to it as a "cum rock" made me laugh the hardest at any point during the convention. Wow!
I love it when groups of people who know and game with each other sign-up and play in my sessions because they already have the rapport of adventurers who've been doing this for awhile. The built-in comradery is infectious and easy to (role)play off of.
Case in point, another highlight (at the same table) of the weekend was the demonic possession of a PC. I gave those other two PCs who knew him best the chance to notice that the possessed PC was acting "not himself." The first PC rolled poorly. The second who was balls-deep into his character rolled a natural 20... and without missing a God damn beat, said aloud to anyone who cared "I don't care at all what's happening to him," and went on to say that another person's, another character's concerns were so far beneath him that it wasn't worth another thought. Which goes to show - stay in character even when you're speaking out-of-character. It actually made perfect sense because that's the way he played his character from the get-go. Honestly, I was taken aback for a micro-second but immediately realized that this is the way. That player was doing what so few dare to dream - he found his character, got into character, and stayed in character. It was immersion personified.
Definitely, grab onto whatever scraps of personality / background the GM has provided and hold on tight. But the rest is up to you, the player. Treating it as an acting gig can help introverts and wallflowers overcome their reticence. You've essentially been "hired" to do a job, which is to become that character for the entirety of the session. It would be a shame if that character was never fully realized at the table, which is basically our stage, as roleplayers.
So, my advice to all players in the future (in my games, if nowhere else)...
- Find your character (who you're supposed to be that session or campaign, however you want to bring that character to life).
- Once you've found him, get into character using whatever means at your disposal. I think I'm going to write more about this soon.
- Stay in character - no matter what happens. I'm not talking about occasionally breaking character when the table explodes in laughter or clutches their collective pearls - that's fine. But if you're portraying Vanilla Ice with a crippling cheese addiction and penchant for buggery, then for the love of Yog-Soggoth, be that character until the session's over or your character dies. That commitment is worth more than a carafe of zoth on Cha'alt.
In fact, I'd be interested in examining just how players make their characters come to life when in the company of other players that they're familiar with. It's like the apprehension melts away and you instantly get a full-fledged character that is being roleplayed, back and forth. But it wasn't simply familiarity - because I saw that at a similar table and it didn't fast-track or super-charge characterizations, the actual roleplaying. And it wasn't interpersonal conflict since I had another group that were constantly trying to jack each other, but it was like their characters were merely pawns or masks they were wearing in order to get the other guy.
Yeah, I'm not sure what it is, but I'm going to keep thinking about it. Eventually, the answer will come... it always does. Maybe it's healthy competition? When the potential conflict or agreement has friction (doesn't necessarily have to be two characters at odds with each other, but that tension / chafing / friction must come from somewhere... perhaps another faction, NPC, the dominant / counter culture, or even one's own disparate needs), it seems to create more juice than either cooperative or destructive. Maybe that's the Goldilocks conflict... not too cold, not too hot, etc.?
But how to instill this - especially into players that don't have a long history with each other? I suppose, come up with encounters that force them to compete, right?
Oh yes, I want to talk about one of the ways my old-school renaissance is very much venn diagram squished with story-gaming. If a PC comes up with something on the fly, and it has potential (gameable potential) without breaking the proverbial bank by being over-powered, ridiculously stupid, or genre breaking, I'm going to ask for three things. And if an answer for all three is presented, then it exists as the player has suggested (at the GM's discretion, of course).
- What does it do?
- Where does it come from?
- How did you acquire it?
- "That's not elder god money."
- "The partition of sleaze."
- "I know it seems like I've gone off the deep end, but trust me when I say there's a perfectly rational explanation for why I have to kill her." A PC trying to tell us why he's about to murder an NPC who a pixie-fairy just had sex with on the beach after the party had a bitch of a time saving her from a giant crab. Apparently, the player decided that each of his 11 daggers (part of his pre-gen backstory) was named after a woman he killed, and he had one unnamed dagger left.
- "That's a cum rock, dude."
- "Those fruties are tragically delicious."
- "If women were a dessert, they'd be cheesecake."
- "Venger, I think you're the best Game Master I've ever experienced."
- "It's ShadowDark's con, we're just gaming in it."
Glad to hear you had a good time!
ReplyDeleteWow! You ran five sessions? I don't think I could do that at a con. As much as I love to run things, I like to play in a decent amount of things too. Plus, that GM part of your brain is still there lurking in your head like some demonic entity, taking notes on what works and what doesn't in other people's games. At least there's an imp with a stenographer pad in my head. It never interferes with my immersion as a player, but you can get a little subconscious research done.
I don't think I was reading your blog regularly when you posted that entry you linked to. I guess it's good that you don't go to Game Hole anymore. Sounds like it attracts some gameholes. But at least you found a few people who appreciated what you ran. People should be gracious though, even if a game wasn't their cup of tea. Walking away from a table without a word is a just a jerk move.
"Cum Rocks." sound gameable. Reminds me of a friend who would walk into a bodega and ask if they sold "cum drops." And yet he won't try Cha'alt. Go figure. But the crystallized cum stones of some entity who splooged mystical money shots sounds very Cha'alt. Maybe they're used to make *potions of nocturnal dew* .. 😁
Yes to the demonic entity. I should lurk more... or play.
DeleteThat one guy was right about having pregens. Maybe his critique prompted me to start doing that?
Yeah, 5 is a lot. But it's my gift and that needs to be shared. The many gifts of Cha'alt. ;)
You should bring back that Count Dante NPC from 2021. I think he had a cameo on the Primordial Chaos cover. 👍🏻
ReplyDeleteBTW, there was some excellent roleplaying by many other players. I just wanted to focus on a couple that stood out because of their unconventional nature.
ReplyDeleteFor example, the sorcerer who played Bela'ak in that same session core-shook me with his murderous dispatch of airplane crash survivors in order to fuel volleys of magic missile, protecting a woman who would eventually be murdered by his companion Glint... priceless! ;)
Sounds awesome!
ReplyDeleteIt's funny but I've seen people who normally prefer playing straight-laced do-gooders really come into their own when playing heels and mercenaries. It can be a lot of fun. Some of the best villain actors were some of the nicest people in real life. I think RPG players can be a little hesitant to test those waters. You gotta give them a really inviting pool.