Monday, February 2, 2015

Interlude: Convention Gaming, "Dead Light"

This past weekend was my home gaming convention, Running GAGG - put on by the Geneseo Area Gaming Group of SUNY Geneseo, my alma mater.  This year was the 19th annual Running GAGG, and I've attended almost every one since the 10th - I missed last year because I was moving my girlfriend from Maryland to New York that weekend, and I think I missed the 14th or 15th as well, but other than that I've hit every one, usually running at least one session of Call of Cthulhu.

Between work and some family stuff, I was only able to be at the convention on Friday night this year, and I'd decided to run the first 7th Edition CofC module released, "Dead Light," a survival-horror scenario taking place over the course of a single stormy night on the road between Arkham and...I think the module has it as Ipswitch, I might have done Aylesbury because I read over the module a time or two before running and then pretty much ran it from memory with a heavy mix of making it up as I went along.

I had five players, at least three of whom I'd run for at past Running GAGGs -- I'm not sure if Mike had played in my games before, but I knew the two Daves and Ben had both played in my con-games in the past.  Everyone was familiar with the game from 6th edition, and I walked them through character creation under the new 7th edition rules.  Our investigative party ended up consisting of:

A Speakeasy Owner (Ben)
A Bootlegger (Dave)
A Photographer (Dave)
A Jazz Musician (Mike)
A Chauffeur (George)

On a stormswept night in late April, on the road from Arkham to Aylesbury, the party had to quickly slam on the brakes to avoid running over a pale, half-dressed young woman who stumbles into the road.  She's barely responsive except to mumble "the light," and "Granddad" over and over.  Recalling a diner and gas station up the road, they take her there to try and find out who she is and to get her a doctor.  One of them notices a flicker of silvery light, like the after-image of a lightning strike, out of the corner of their eye, but when they turn their head, see nothing.

The gas station is half-blocked by a still-running pick-up truck, its door hanging open.  Inside, they meet a grouchy, half-drunk farmer whose truck it is, and he mutters something about "you'd be in a hurry too if you saw the light."  He's resistant to saying anything more.

As for the girl, they find out she's Emilia Webb, the granddaughter of a retired local physician, Dr. Cornelius Webb.  She lives with him at his cottage up the road.  Forcing a little bit of whiskey and then coffee past her lips, they manage to revive her enough that she can tell of a break-in at her grandfather's house, two masked men forcing their way in.  She can't remember anything past that, however, and they decide to investigate the house.

They soon find that the power's out at the Webb house (the speakeasy owner and chauffeur working together manage to get it working again), and stumble across - literally - the scene of a horrible crime.  They find Cornelius Webb dead, apparently of blood loss from a gunshot wound.  They also find one of his attackers - or half of him, anyways, his lower half having been seemingly burned away.  The upper half was worse - every blood vessel in his body had burst as if the blood had boiled in his veins.  On the ground between them is an overturned casket, like a jewelry box of wrought iron, its edge sticky with black sealing wax.

They also find a series of strange, deep burn marks at about waist-height on a line of trees on the property.  The bootlegger notices a flicker of silvery light, like the after-image of a lightning strike, out of the corner of his eye, but when he turned his head, saw nothing.

They clean up the area as best they can and decide to get Emilia back to the house and asleep - they found some powerful sleeping pills and discharge papers from the Sandhill Institute for Girls, a high-end sanitarium, in her bedroom.

Once she's in the car again back at the diner, a lighting flash reveals a figure standing on the edge of the road.  The bootlegger and speakeasy owner (I think...it was a late night game) investigate the figure and find he's the second masked assailant, now out of his mind and babbling about "the light."  They quickly subdue him, tie him up and shove him in the trunk of the car, then take him and move him to the basement of the Webb house for interrogation.

Emilia drugged and asleep and the masked man too insane to give sensible answers, they decide to leave him tied up in the basement and catch a few winks of sleep themselves.  They're awoken by screams coming from the basement, and discover a silvery light, flowing like liquid, pouring in through a hole in a ground-level window into the basement, coiling around the masked man and burning its way into him.  Soon it's inside him, burning its way out, pouring, syrup-like, from his mouth and eye sockets as his flesh collapses into fine, white ash.

In a panic, the bootlegger fires three shots from his shotgun at the light, and while it seems to flinch back from the flash of gunpowder going off, the shots themselves do nothing.  The party runs upstairs and barricades the basement door behind them.

The jazz musician starts trying to wake up Emilia and get her out, while the bootlegger and speakeasy owner tear through Webb's study and bedroom looking for information on this strange light.  They manage to find a diary in which only a few pages are written; a brief history of the light as a "sin eater," passed down from physician to physician in Arkham since the 1600s, used to quietly dispose of stillborn children, especially those born out of wedlock or deformed.  There's also a page of dates, initials, and fees paid that sends a brief shiver down the speakeasy owner's spine as he realizes that these are dates and fees paid for the sin-eating light's service.

They do however find phonetic instructions of how to talk the light back into its casket.  They run back in the room just as the chauffeur, holding the casket out to try and catch the light in it, is consumed as the light burns through the basement door and flows over him.

They say the words and the light coils its way back into the casket.  Sealing it shut, come morning (and the end of the storm), they take it out into the deepest part of the woods and bury it, along with the remains of the half-eaten burglar and Dr. Webb.  They leave Emilia asleep and get back on the road to Aylesbury.

***

The session went really well I thought, especially since it was way past my bedtime these days when we began play.  Everyone had a good time and I got to hand out a bunch of custom D6s I'd had printed up by Chessex with Elder Signs in place of the "1"

I also got to talk to Meghan of Chaosium who was there working a booth and got to express my love of Call of Cthulhu directly to a representative of the company that makes it and asked her about if there was still any support for Chaosium's old "Cthulhu Cultist" GM program, because I'd love to have the company's blessing to do outreach for my favorite RPG and spread the love at conventions.  There's a lot of small college gaming conventions in my area because every local college has their own gaming club and their own convention, so it's a fairly easy thing for me to go around to Simcon, UBCon, etc and run games.  I mean, I'm probably going to do that anyways, but I'd love to have Chaosium catalogs or something I can give to players at the end of sessions.

Wednesday, December 31, 2014

Wargames Factory Spartans - Base 1

Happy New Year, wargames and RPG enthusiasts! As they say, what you do this night will be what you do for the rest of the year, so I ate some tortilla chips and guacamole and assembled some toy soldiers.

I had decided I would assemble and base my Wargames Factory Greeks, Amazons and Persians for Neil Thomas' One-Hour Wargames - I bought a stack of 50mm x 100mm bases to glue groups of figures to; eight figures to a base for heavy infantry, six figures to a base for archers and skirmishers, four figures to a base for cavalry.

In proper gamer fashion, I rolled a die to determine which unit I'd do first - my plan is for three bases of Hoplites, three bases of Persian Archers, three bases of Persian Immortals, and three bases of Amazon Archers/Skirmishers.

The dice came up with Hoplites, so I pulled out the box and got to work after dinner.  It's been a long time since I've assembled a multipart plastic kit like this - I think the last time I'd done one of these was back in high school when I was still doing Warhammer figures, more then a decade ago now.


So with this first batch of eight Hoplites there's a couple where the poses ended up a little wonky but by the time I reached the sixth Hoplite or so I was feeling pretty confident, and the next eleven bases I'm going to assemble will look darn good.

They're not glued down to the base yet - I'm going to sticky-tac them to a couple of popsicle sticks, prime them, paint them, paint and decal their shields, glue those on, and then glue the figures to the base.

Sunday, December 28, 2014

The Kraken Wakes

Here's the first set of shots of Cthulhu finished:





As you can see, the "nature-inspired" pattern I mentioned yesterday has resolved itself into a series of leopard-spots, done in dark green and a deep, nearly-black purple to break up all the medium green and because who else has a leopard-print Cthulhu? No one, that's who.

I've got to start getting ready to drive out to Buffalo for the finale of Christmas, so some close-up shots of things like his eyes and the spots themselves will have to wait until I get back.

Saturday, December 27, 2014

From The Eternal Sea He Rises

Work has been continuing at an excellent pace on my Reaper Cthulhu - in fact, by the time you read this, I'll have completed work on him.  Yes, my painting is happily outpacing my blogging, but I wanted to stop and show you some "in progress" shots.

First off, a good shot of the tonal changes on his belly and thighs:


Next, a headshot, showing the color gradients from back of skull to tentacles:


His nails have been done; it doesn't show up real well here, but they're a very dark gray, not quite black:

And this is the beginning of something a little sneaky; I decided that I didn't want my Cthulhu to just be simply green...I wanted some patterning to him, something inspired by nature.  My first thought was a fine stippling with a dark green down the spine, but that morphed a bit...


Friday, December 26, 2014

One Hour Wargames

I got Neil Thomas' One-Hour Wargames: Practical Tabletop Battles for Those with Limited Time and Space on my Kindle yesterday and gave it a quick read-through.  For an ultra-light, ultra-streamlined game I have to say I like it; it looks like there's some things it's not built for (wargaming the Mongol Invasions of the 1200s, for example) but Thomas comes right out and is open about it, especially in the chapter on Ancients Wargaming - no horse archers, no scythed chariots, no elephants, but still a solid little set of rules.

The rules for the nine eras of warfare - Ancient, Dark Ages, Medieval, Pike & Shot, Horse & Musket, American Civil War, Horse & Sabre, Machine Age, WWII - are simple and straight forward, filling generally no more than 2, or at most 3, screens on my Kindle, and involve armies composed of 4-6 "elements" chosen from a short list of element types - for example, the Ancients list is composed of Infantry (including Hoplites, Roman Legions, etc.), Archers (such as those employed by the Achaemenid Persians), Skirmishers (quick-moving Peltast-types) and Cavalry.  Games consist of turns, with each player performing all their actions - moving, shooting, melee, etc. -  at a go, then their opponent doing so.  Elements are removed from play after suffering 15 "hits," which are calculated by rolling a six-sided die and adding or subtracting modifiers for troop type, terrain type, etc.

The rules take up maybe a third of the book, and then the second third is different scenarios to play through - and Neil Thomas really kind of opened my eyes here, because he comments on how often "tournament" games are two perfectly matched armies lined up and slugging it out in a pitched battle, and I realized that yeah, every time I've seen a Warhammer tournament that's exactly what's going on at every table.

The final third of the book covers solo and campaign play, which I'm looking forward to experimenting with as well.

I think once I finish Cthulhu (which honestly shouldn't be long now - I'm at the point of doing detail work, more or less) I'll base my Greeks and Persians as described here and start playing around with these rules.  I ordered a stack of 50mm x 100mm bases as a Christmas present to myself, enough to base two full-sized armies for One-Hour Wargames -- a little smaller than the 4-6" frontage Thomas recommends, but still a respectable size.

I think I can squeeze on 8 figures to a base (two rows of four) for Infantry such as my Hoplites, and then do six to a base for Archers (such as Persians) and Skirmishers (such as, perhaps, my Amazons).  Or maybe just four to a base for Skirmishers.  This also models the relative toughness and damage-dealing capacity of each type of element.

Thursday, December 25, 2014

Merry Christmas and Happy Holidays to All

As a gift, the first draft playest rules for A.R.M.Y.M.E.N. is now available for download on the right there.

Gina was kind enough to give me a set of noise-cancelling headphones for Christmas - I can now safely work in my office without having the endless gossip of the people around me drowning out my music or podcasts - I'm thinking I'll test-drive these babies on Monday with the Hardcore History podcast's series on the Mongol invasions - nice, relaxing listening with an educational bent; I strongly recommend it.  I listened to the Mongol series almost two years ago when I was at my last job and enjoyed it; I've got some vague ideas about building a Mongol DBA army and some of their enemies in 1/72 scale plastic once I'm done with my 28mm plastics so I'm jonesing to listen to that again.

I've gotten a little more work done on Cthulhu with highlighting and shading, but it's subtle enough that while he looks good to the eye, the camera isn't picking up the tonal changes real well.  Pictures to come once I've got something done that will show up.

Gina's estranged from her family, unfortunately, but we spent the evening with my mom's side of the family last night and had a very good time and on Sunday we're driving out again for brunch with my parents and sister.  This is our first Christmas actually spent together despite having been a couple for four years now; long distance relationships and all that.

Monday, December 22, 2014

Can I Paint With Madness?

Just a quick post to show that I am finally moving forward with Cthulhu - he's all primed and a base coat of "Spanish Olive" acrylic paint has been laid down.