Thursday, September 2, 2010

A new semester

So a new semester just started. A few cool things have been going on:

1. I signed up for two classes: "Adaptive + Multigrid Methods" with Luke Olson and "Finite Element Analysis" with Dan Tortorelli.

The class on Iterative+Multigrid Methods is about techniques for solving large systems of linear equations. Large systems of linear equations arise a lot from approximating a partial differential equation by a separate linear equation at each point on the mesh. "Iterative" means that you solve the equation by coming up with an approximate "guess" and then repeatedly improving the "guess" until you get close enough to the solution. "Multigrid" means that rather than just using one mesh, you have several different meshes of different sizes, and you use the solution to the coarser mesh (which can be computed faster) in order to get a better guess for the solution of the finer mesh.

The Finite Element Analysis class is in the mechanical engineering department, so most of the students are mechanical engineering students. It is interesting to learn more about how the mathematical techniques I am learning about are actually used to model physical systems, although one problem (from my perspective) is that since most of the students are not computer science students a lot of time is spent going over basic programming concepts that I've already seen over and over. For example today the professor spent most of the class just explaining how to write a program that reads input from a data file and puts it into a matrix.

2. As for my research, we have gotten to the point where we can produce reasonably good looking visualizations of the meshing process. Once I finish that part (probably in the next few weeks) I am planning on making a web page where I can put them up so you can look at them.

3. In Belegarth, last week there was the Numenor "Opener" to mark the start of the semester, where lots of people come, including some from other groups, and they do lots of different battles. One of the battles was a "Unit Battle," where the different "units" (units are groups of people that fight together and often have distinctive uniforms) all fight. For that battle I temporarily joined a unit called House Valdemar. During that battle the leader of that unit (who is also the owner of one of the game stores I play Magic at) was so impressed with my archery skills he asked me to join the unit. The way it works is that now I am a "petitioner", and after a couple months the members vote on whether to keep me in as a full fledged member. So I guess it's kind of like a fraternity (not that I would know).

4. I have volunteered to be an instuctor for a 4-H club activity that teaches kids how to build robots using Lego Mindstorms toys. The way this happened was that one of my classes is in the engineering building, so when I was getting out of class I saw a flyer up on the wall advertising this, and it sounded really cool. It's going to be an hour once a week for 6 weeks, and it probably going to start in a couple weeks or so (they haven't set up the schedule yet). I did check to make sure it will end before December so it won't interfere with our vacation plans.

Friday, August 13, 2010

Gencon

So I just got back from Gencon. There were a few cool things I did here. First, I did some of the same stuff I did at Origins, including some of the same LARPs, an exhibit hall where they were doing demos of games, and some rooms where there were board games set up that you can play. There were a few things I did that were different and worth talking about:

NSDM: They were running the NSDM (National Security Decision Making Game) here again. I played in it but this time it was a lot less exciting than the first two times. Part of it may be because this time there were three cells, so I only got to see about one third of what was going on. Another thing I found is that since so much is based on the actions of the players, it really can be exciting or dull depending on what the players do. While I am glad I participated in NSDM the first few times as it gave me plenty of ideas for blog posts and was really cool, I will probably not do it again. Part of the problem seems to be that in order to get things done in the game you have to be able to deceive and manipulate people, and that's not really my strong suit.

True Dungeon: This is a really cool LARP-like event that is run only at GenCon. When you go into the game, you are given a bag of 10 "treasure tokens" and then get sent into a "training area" where you choose which character class you want to play. You go in as a party, and it is based on Dungeons and Dragons except that instead of rolling dice, you do different physical challenges to do your thing - for example, fighters have to slide pucks on a shuffleboard to hit their opponents, wizards have to memorize a chart with various "planes" on it to cast their spells, and so on. During the game you can earn more treasure tokens by opening locked chests and completing certain challenges. At the end you get to keep your treasure tokens for future events. Some groups have been doing this for a while and have accumulated whole piles of treasure tokens. You go through a series of rooms, and you have exactly 12 minutes in each room, so it is pipelined so that there is one group in each room at a time. Sometimes there are puzzles in the rooms and sometimes there are monsters to fight. This was cool although expensive ($35 for one two-hour adventure if you pay in advance, or $40 if you pay at the door).

Seminars: Also at the convention there were seminars, usually given by game designers and publishers, where they revealed information on upcoming games and discussed different aspects of game design. I went to one of the seminars, entitled "The Myth of Game Balance." The presenters' thesis was that modern role-playing games are too focused on "game balance" - meaning the idea that all the characters should be roughly equal in power (or at least that everyone has an equal amount to contribute, even if they contribute in different ways) - and that that makes it harder to to tell good stories in role-playing games. Some examples they gave were:

- In RPGs, wizards are almost always physically weak and fragile compared to other types of characters. This is almost totally an invention of RPGs because wizards need a drawback to balance out their spellcasting ability - in fiction and literature, wizards are often also accomplished swordsmen.

- In superhero stories, different characters have vast differences in powers - e.g. Superman can do almost anything, while some minor characters have much more limited powers. If all characters are restricted to having roughly equal power then this type of story does not work.

- Games often have many rules and restrictions that keep certain powers from becoming too powerful and making sure characters are balanced - for instance, spellcasters might be limited to casting a certain number of times per day, or some games have complicated point systems that you use to calculate how much each power is worth. This can make it so players are more focused on the mechanics, and less on the story.

The presenters spent about the first 10-15 minutes laying out their ideas, and then the rest of the one hour seminar was discussion and questions from the audience. I asked him what he thought of the HERO System, because I thought that was a counterexample to his thesis - the HERO System does have a complicated point system to "balance" characters, but it is designed so you can make whatever kind of powers and characters you want, and can tell basically whatever story you want. (And if you want to have characters with differing power levels you can just give them different numbers of points.) He said that he had heard of that system but it just illustrated his problem because of all the complicated rules; he said that one time he had played a HERO game and the DM had created a character, and he had a bow as a weapon. However they had to rebuild the character as soon as they got into the first fight because the DM realized he had forgotten to give the bow a ranged attack, so he couldn't actually shoot arrows out of it.

Another idea I brought up was that focusing on the game mechanics doesn't have to detract from the story; it can actually add to it. I gave the example of an item from Dungeons and dragons (this is an actual item in one of the books, not something I made up) that tells you how many hit points a target has. He thought this was "silly" and didn't want to hear about it further. The point I wanted to make, though, is that such an artifact, despite having a power that involves the game rules (like hit points) so specifically, actually has a lot of story possibilities. Would it be possible to use the artifact to identify "future heroes" based on their hit point values, since in the game PCs (player characters) have different rules for determining how many hit points they start out with then NPCs? How much of the system would they be able to figure out using this information? How would people react to a device that could tell them this information? Would bad guys be able to use the device for nefarious purposes, or try to steal it?

Overall, though, it was a very interesting seminar and I will try to go to more seminars at future conventions. Also they told me about a funny book they published called "Qerth", a campaign setting for their "QAGS" (Quick A** Game System) that makes fun of Dungeons and Dragons. For example, some of the special powers include "Detect Player Character" (used for identifying other PCs in a busy tavern to meet at the beginning of the game), "Cheese Identification," and "Find And Remove Traps" (hint: think acronym). You can create characters with character classes such as "Murderer", "Rabbi", and "Troubadour," and then fight monsters such as the "Flesh-Eating Caruso", "Troglophile," and "Corner Barbarian" in an exciting afternoon of "Fantasy Adventure Gaming" (hint: see previous hint).

Thursday, July 15, 2010

A new LARP: Nero

Last weekend I participated in a new LARP (live-action role playing game) called Nero. It is quite different from any of the LARPs I have played in so far. Some of the key differences are as follows:

Format and Quests

In Nero, you are "in game" for the entire time from when you get there to when the game is over. (Events are the entire weekend; they last from Friday night to Sunday morning. There is one event every 2 weeks to a month.) This means that, for example, you can be walking from your cabin to breakfast, and be attacked by monsters! So you always have to be prepared. There are also quests that you can go on, called "mods" (short for "modules.") There are a few different ways to get "mods":

1. Sometimes NPCs will come into the tavern and be there to give you quests. (So just like I said that Amtgard was live-action Dungeons and Dragons, this is more like live-action World of Warcraft.)

2. There are sometimes "town mods" that everyone paticipates in, like when the entire town is attacked by monsters.

3. In the woods there are "mod cards" laying on the ground that say things like "You see a shack in the woods. If you wish to investigate, see plot."

There is an "NPC camp" where the "plot team" (the team running the quests) is housed. If you get a quest then you go to the plot team and they run it. Sometimes you have to wait in a queue if all the NPCs are busy running other quests (see, it's live-action World of Warcraft).

Character Creation and Advancement

To create your character you first choose one out of four classes: fighter (melee weapon user), rogue (sneaky thief), scholar (spellcaster), or templar (hybrid fighter/scholar). Then you have a certain number of "build points" to spend on your stuff. You start off with 30 build points but can get more even prior to your first event via "goblin blankets" (see below). Then you spend your build points on skills, like the ability to use certain equipment or cast certain spells, or special powers like "waylay" (allows you to sneak up behind an enemy and knock him unconscious with one blow) or "healing arts" (allows you to tell how many hit points someone is down and whether he is unconscious or dead). As you advance and get XP, it gives you more build points. Some players who have been playing for a long time have over 200 build points.

XP gain is measured in "blankets" - each "blanket" is a number of XP equal to the number of build points you have. The number of XP needed for each build point goes up quadratically with the number of build points you have, however, so your advancement slows the farther up you get.

There are three ways to get XP:

1. Each event, you get one blanket just for showing up. This is your "Base XP."
2. Each event, you can "max out" and get one more blanket. You can do this one of two ways: (a) turn in silver pieces equal to the number of build points you have, or (b) volunteer to play an NPC (i.e. a monster) for 4 hours.
3. Each month, you can also get up to 4 blankets worth of XP from "goblin blankets." You buy goblin blankets with "goblin points," which you get by donating needed items to the group and through other kinds of service (like helping to clean up the site).

Before I got to my first event, I looked on their web site and they said they needed electronic anti-pest devices. I went to Wal-Mart and found a package of 5 of them for only $25, so I got the pack, kept one for my apartment, and gave them the other 4, and they gave me a whole month worth of goblin blankets, so I ended up with 43 build points to start. I played a scholar, and this allowed me to buy lots of spells and a couple auxiliary skills.

Combat and Spellcasting

In this game, players have a certain number of "body points", which are like hit points in other games - each hit takes off body points, and once you are down to zero body points you are unconscious. You can also wear armor, which gives you "armor points." Armor points are like body points, except they are taken off first (so they're like a shield that enemies have to get through), and you can "refit armor" by spending a minute outside of combat, which gives you all your armor points back. You can also buy a skill called "dexterity armor" which gives you extra armor points without having to wear actual armor. Many players have 20-40 body points, plus at least a dozen more points worth of armor and assorted protective powers. As a first-level scholar, I had a measly 4 body points. That means for me that it is a good strategy to stand back and cast spells, and not get in close. When you swing your sword you do a certain amount of damage, based on what kind of weapon it is, what weapon proficiencies you have, and if the weapon is magic.

As for spellcasting, that works by having "spell packets" that you throw at the target. You only have a certain number of spells per recharge cycle - spells recharge at 6:00 AM and 6:00 PM each day. I had a total of 21 spells per cycle, but they run out pretty quickly in combat. Of course as you get more build points you can buy more spells, and more powerful spells. Some people who have been playing fora while have 60-70 spells per recharge cycle, plus they are more powerful so they need fewer spells to kill a monster. My strategy was once I ran out of spells, to go play an NPC until they next recharge cycle, so I could still fight and do something useful.

Death and Resurrection

Unlike in Amtgard and Belegarth, in this game death is a big deal. The way death works is as follows:

1. If you are knocked down below 0 hit points, you start a one-minute "death count." During this time someone can heal you or "First Aid" you to stop your death count. If you run out of time then you are dead. An enemy can also "Killing Blow" you while you are on the ground to kill you immediately, but most monsters don't do this.

2. Once you are dead you start a 5-minute "dissipation count." During this time someone can cast a "Life" spell on you to raise you with no penalty. However if you run out of time then you dissipate, and have to go back to the resurrection circle, which is located in a cabin. Then you have to wait for someone "invested in the circle" or one with a certain special power to come by and start the resurrection. The resurrection takes 15 minutes.

3. You keep track of how many times you resurrect at a circle. Each time you resurrect, you increase your resurrection count by 1. Then, if your resurrection count is greater than 2, you draw a stone from a bag with 10 stones, N-2 of which are black, where N is your resurrection count. If you draw a black stone you are permanently dead and have to create a new character. (Some players, however, create backup characters and level them up with goblin blankets so that if their main character dies, they don't have to go all the way back to level 1.) You can also spend goblin points to reduce your resurrection count. You can spend 100 goblin points (each goblin blanket is 50 goblin points) to reduce your resurrection count by 1, but not below 2. (This even if you "buy back" every death, there is still a 1 in 10 chance of perma-death for each death after the first 2.)

I had to resurrect at a circle one time that event. I died when fighting goblins and nobody had a life spell, so they had to take me back to the tavern to get me a life spell. Unfortunately they took their time gathering treasure after the goblin fight, and I wanted to tell them that they had better hurry up since the 5 minutes were counting down, but of course I couldn't say anything because I was dead. They carried me back but the dissipation count ran out while I was about 200 feet from the tavern. Fortunately the rule is that at your first event, your resurrection count cannot go up (just to give a break to new players.) At least now that I understand the game better, I can make sure to invest in better defenses next time.

Monday, July 5, 2010

Origins, Part 2: The More Things Change...

One cool thing at Origins was the dealer room, a large room where lots of game companies were demonstrating their new games. Many people in the game industry were there, including Lou Zocchi, the inventor of the 100-sided die*, and Steven Long, the writer of the HERO System rule book. (It's too bad that I forgot to bring my iPhone so I could take pictures, that I didn't bring along any books for autographs, and also that I didn't get around to telling Mr. Long what I thought about the quality of his writing**.) Another thing I learned was that the popularity of sequels is not limited to movies and video games. Even in board games there are a lot of expansion packs and sequels being sold. Also even games that are supposed to be new often borrow a lot of mechanics from other games. For example, I participated in a demo of one game with the following characteristics (the implication should be obvious from context even if you don't know about the game):

1. In the game, players are working cooperatively, and win or lose together.

2. The game is played on a map consisting of interconnected regions. There are several types of objects that can be in these regions, including (a) players, (b) "tokens", which players are trying to get rid of and which come in four different colors, and (c) "special markers", which help players move around the board.

3. During a turn, the players whose turn it is does the following three things in this order: (a) take a certain number of "actions," (b) draw two cards from a "good deck" and keep them, and (c) draw one or more cards from a special "bad deck", do stuff based on what it says on it, then discard it.

4. Actions include the following: (a) attempt to remove tokens from the region you are in, (b) move to an adjacent region, (c) move to any region on the board by discarding a card matching that region, (d) move from one region containing a special marker to another region containing a special marker, and (e) discard a card matching the region you are in to place a special marker in that region.

5. When you draw a card from the "bad deck", it will tell you where to put new tokens. If a card tells you to place tokens in a region, and there are already three tokens in that region, you instead put one token in each region adjacent to that region. If this happens too many times, you lose the game. You can also lose the game if the card tells you to put tokens of a certain color out, and all the tokens of that color are already on the board.

6. The goal of the game is to "complete" all four colors. You can complete a color by going to a certain location and discarding a large number of cards of that color. Once a color is completed, tokens of that color still appear as normal, but it is possible to automatically remove all tokens of that color from the region you are in when taking a "remove tokens" action.

7. This game is NOT Pandemic, nor is it, according to the game designer, "anything like Pandemic." It does, however, cost about twice as much as Pandemic. (The game is, of course, Defenders of the Realm.)

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*Several years ago, I did a standup comedy routine about Dungeons and Dragons, and I said the 100-sided dice were "too much like frat brothers" because they "kind of rolled around a lot and wouldn't stop until they landed on the floor." I was not the only person who thought this, because since then Mr. Zocchi has redesigned the die to add a hollowed out inside with pebbles in it as a "braking system" so it doesn't roll around too much.

**What I think about his writing is that the system itself is great because you can create almost any power you want with it, but he is in desperate need of an editor (the credits in the book do not have an editor listed). This is because most of the book is filled with a lot of excess verbiage. The best example I found is the following (copied verbatim, including the parentheses:)

A mentalist who achieves this level of Mind Control could make an enemy attack one of his (the enemy's) allies/teammates (instead of the mentalist's allies/teammates, whom the enemy is fighting) or even just surrender. He could even make the enemy direct his attacks against himself.

My proposed rewrite is:

A mentalist who achieves this level of Mind Control could make an enemy attack anyone that that enemy could legally target, including itself.

I showed this to Dave, the GM of our Hero System game, and he agreed, saying that "when a computer science graduate student can write more clearly than you can, it's probably time you should get an editor." I actually think, however, that computer science actually teaches you to write more clearly: a lot of what math and computer science are about is finding ways to express complicated concepts in unambiguous and concise ways.

Monday, June 28, 2010

Origins, Part 1: The Political Intrigue

Probably the most unique, fun, and exciting game I played at Origins was something called the National Security Decision Making Game, or NSDM. This game is a political/military simulation based on real-world politics, and is designed to be similar to actual "wargame" exercises used by the military in real life. The way the game works is that each game (which lasts 4 hours for "fast play" or 8 hours for a "mega-scenario") is set in a different country, or sometimes multiple countries depending on the number of players. At the start of the game, the people running the game (known as the "controllers") give a brief presentation on the basic idea of the game, and then an overview of the situation in whatever country we are running. Then, each player is given a card indicating what person or group of people they are going to play - this could be a particular person (like the President), a political party, or a particular ethnic or interest group. These cards give players a brief overview of their objectives, goals, and capabilities. Then, players break out into their individual "cells" (each country is a "cell") and start making deals and doing stuff in order to achieve their goals. Players can attempt to take actions and pass policies by writing them down on slips of paper and getting the appropriate groups to sign off on them, then turning them in to the controllers. There are no dice rolls and few hard-and-fast rules in this game: mostly, the controllers (many of whom have real-life military experience) decide the results of any actions. However, the meat of the game is not in the military conflicts themselves, but rather in the negotiation and buildup. Also, sometimes the controllers will interject events in the form of "news broadcasts," but players can also instigate things on their own. At the end of the game, there is a debriefing, which is divided into three phases: the "Excuse Generation" phase, the "Mutual Recrimination" phase, and the "What The Hell Were You Thinking?" phase. In the debriefing, the controllers reveal the whole story, ask players about why they made the decisions they did, and give out rewards for the most successful players.

The first game I participated in was set in Indonesia. The controllers gave a brief overview of Indonesia, showing us a map and pointing out the various groups, including the natives of Borneo, who are under threat of being forced off their lands, and the Aceh party, a group who lives in the northwest part of Indonesia (which has lots of reserves of natural gas) and dreams of becoming independent. Another important issue is that the Indonesian military is responsible for a lot of the administrative work (like road work, health inspections, etc.) that is normally performed by the civilian government, and many in Indonesia want more civilian control over these functions. Role cards were distributed, and I was given the President card. The card stated that my goal was to keep power, gain credit for improvements in the country's condition, and assert more civilian control over the military.

As the scenario opened, all the groups started working on their domestic priorities, making deals to advance their groups' interests. The Chinese ethnic group, which consists largely of businessmen and entrepreneurs, went around to other countries (played by the controllers) to solicit foreign investment. Other initiatives included a bill for natural disaster preparation, which led to a player being designated as the "Indonesian FEMA person." The Muslims tried to integrate the goals of promoting their religion and other groups' aims for economic development by proposing the construction of a Muslim-themed amusement park called "Allah World." I focused on the goal of gaining civilian control of the military. I convinced the groups with economic interests to go along with the plan by arguing that more civilian control would reduce the appearance of and possibility of corruption, which would make Indonesia a more attractive place to do business. However, I wasn't able to convince the military to go along with the plan, and although I made several attempts at compromise I couldn't get military support. Then the controllers announced an upcoming election, sending all the political parties into campaign mode. While there were about 15 minutes left until the election and I had spent almost the previous hour unsuccessfully trying to pass my initiative, I started going around to all the interest groups and signing whatever bills they wanted me to sign in order to gain support. During the election, each of the candidates gave brief speeches, then all the groups voted. The non-military groups (except for the opposing political parties) all supported me, and the three military players weren't paying attention during the voting process and forgot to vote, so I won with about 80% of the vote. The military and the opposition parties then began making plans to unseat me.

Soon afterwards, we were faced with our first foreign crisis: a Malaysian vessel caught an Indonesian pirate ship engaged in piracy, chased it all the way back to Indonesian territorial waters, and captured it. As I was trying to negotiate a peaceful resolution, the commander of the Indonesian air force (who was a player who had just walked in and asked to join the game, and was given that role) launched an unauthorized airstrike on the Malaysian vessel. This gave the three other political parties just the excuse they needed to impeach me for "improper military response" to the situation. Seeing the writing on the wall, I resigned without a fight. (Later on, they revealed that their original plan was a military coup, but decided on impeachment instead because part of their goal was to uphold the "trappings of democracy.") In the confusion, however, the Aceh party put its plan into action - it declared independence and stopped all natural gas shipments to the rest of Indonesia. The rest of Indonesia tried a measured response, trying to negotiate a peaceful resolution while preparing for an invasion if necessary. But when Malaysia started sending over troops and military aid to help the rebels, the rest of Indonesia realized they were in for more than they bargained for. As the situation rapidly escalated into full-scale civil war, time was up and the controllers ended the scenario.

At the end of the scenario, the controllers gave out rewards for the two best players. In second place was the Chinese player, who stayed under the radar during all the conflict and gun-running and successfully focused on their economic goals. But the first place reward was for the Aceh player, who spent the entire first half of the game expertly manipulating all of us - convincing the military to pull their troops out of the Aceh region, making secret deals with various parties to buy weapons, and convincing Malaysia to help them in exchange for the Aceh region's vital natural gas resources - and none of us even realized what was going on until it was too late. (In this whole scenario, the only controller-initiated event was the pirate ship thing - everything else was the players' idea.)

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I liked this game so much that a couple days later I participated in another session. This time, I got there early enough that I was able to see a montage of player quotes that happened during previous games. They've been doing this for 20 years, so there are lots of them, such as:

"I need to flee the country to avoid prosecution. Is the Dungeons + Dragons room out of their jurisdiction?"

"When I want your opinion, I'll subpoena you."

"When will the show trial start?"
"It's not a show trial, it's a legitimate legal proceeding."
"Okay, but when will it start?"
"Just as soon as we can manufacture enough evidence."

(After being blown up by a suitcase nuke in a previous game, and later seeing someone not involved with the game wander into the room carrying a suitcase) "Oh no, not another suitcase!"

Anyway, this one had more people, so they split us up into two "cells": South Korea and Japan. I was assigned to the South Korea cell, and my role card said that I represented the farmers' association. At the beginning of the game, our first major issue was how to deal with the threat posed by North Korea. There were a few major options on the table - increase spending on the military and mobilize more troops up to the border, try a more open solution using the carrot rather than the stick, or ask China for help. I suggested that we capitalize on the North Koreans' dependence on food aid from South Korea to use it as leverage, and we eventually decided on a compromise plan that included elements of all three of the plans people had proposed. The first ew minutes of the game were relatively calm, with the exception of Kim Jong Il's player taunting us from the sidelines. But the situation soon escalated, when it was discovered that North Korea was smuggling drugs and counterfeit money through tunnels under the DMZ into South Korea in order to drain money from and destabilize South Korea's economy. As we scrambled to figure out how we would respond, we were hit with yet another crisis - a few days after a radiation leak was discovered in a nuclear sub, a South Korean vessel was attacked by a giant sea monster! This extra crisis turned out to be a false alarm - it was just a publicity stunt by a movie company to promote their new monster movie. (The nuclear accident wasn't part of the stunt; they just capitalized on it to manufacture the "sea monster attack" story.) At this point, I was mostly on the sidelines as my group's main interests were domestic, but it was still exciting to see how the situation would unfold. North Korea got more and more aggressive, sending artillery corps down to the border to get within range to fire on Seoul. We also learned that the internal situation in North Korea was getting more and more unstable, with Kim Jong Il assassinated, his son taking his place as leader, and all contact cut off between the North Korean and South Korean governments. The last straw was when Seoul was hit with a biological attack: a terrorist had contaminated the water supply with botulism, leaving over 1000 citizens dead. We interpreted this as an act of war, and invaded. We had the help of China and Russia, so we thought it would be an easy fight. But as soon as we started to invade, North Korea threatened nuclear retaliation. We thought that China had told us that they had "dealt with" the nukes, so we pressed on. But unfortunately that information was based on faulty intelligence. We called North Korea's bluff - but it wasn't a bluff.

During the debriefing, however, the true identity of the player responsible for the bioterrorism was revealed: it was a rogue general in the Japanese cell! Apparently he had his own ulterior motives, such as increasing his own power, and thought that a biological attack would be the perfect instigating event. We had all just assumed that the North Koreans were responsible because earlier in the scenario, they had kidnapped five Japanese doctors including a virologist, so we thought they were using them to develop the biological weapon. They also gave out rewards for the most successful players (there were going to be six awards this game, due to the larger number of players), but unfortunately I had another game to get to and was not able to stay and see who won. But since the end result was nuclear annihilation of the entire region, it's hard to say that anyone really achieved their goals. And as for the cause of North Korea's belligerence in the first place? We never found out, but the controllers did say that everything North Korea did (remember, there was no North Korea cell in this game except if you count the Kim Jong Il player, so most of this was controller-initiated) was based on what North Korea players "did to themselves" in a previous game.

Saturday, June 26, 2010

Origins

I just came back from the last day of the Origins gaming convention. There is too much excitement for one blog post so I will be posting lots of different stories over the next few days. Overall it was lots of fun, and I got to play lots of cool games and live-action role playing events, including political intrigue, human-on-zombie action, space marines fighting space pirates, and much more!

Friday, June 11, 2010

Champions: Phoenix, Part 7

The battle continues...

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Our brave heroes got into the car and started driving away from the giant robots. Unfortunately, none of the people in the car actually had any skill points in the "Driving" skill, so they had to stop ant stop signs and obey all traffic laws or else they would be forced to make a driving skill roll that they would most likely fail miserably. Fortunately this was still enough to evade the robots for a minute or so, long enough for the injured team members to recover enough to get back in the fight. Just as they were cornered and about to have to fight their way out, two heroes teleported in to help them: Field Effect from before, as well as a new heroine who was mysteriously teleported in from an alternate timeline. One of the heroes who was already here was alarmed at this sudden intrusion:

Rift: Don't you know the rule about grass, cash, or ass?

Technomancer:What's that? Is that a technique for defeating giant robots?

Since the robots were so huge, they were incredibly easy to hit. Field Effect used this to his advantage very well, using his "Move Through" maneuver to gain extra damage, enough to destroy the three robots. Unfortunately that wasn't all that the evil Beta had up its sleeve: it sent three more robots around to different locations in the city and detonated them, then sent a fourth one flying through the Arizona skies at supersonic speeds - headed directly for the Mesa!

With the clock ticking, our heroes frantically tried to come up with a plan. Technomancer managed to establish a mental link with the evil Beta, and tried to convince it to give up its destructive ways. Beta replied that it was motivated by self-preservation: in order to avoid becoming obsolete, it would have to destroy anyone with the abilities to make improved versions of it. When Technomancer asked why it seemed to be going on an indiscriminate spree of destruction, Beta replied that it was for funding purposes - he needed money for "maintenance costs" and one way of getting that money was by accepting contracts to blow things up, apparently. Technomancer told Beta that he could make more money by channeling his efforts into more constructive activities. Beta replied that he was willing to continue the negotiations in person, and asked Technomancer to meet it back at the warehouse. Technomancer eagerly jumped at this opportunity, but the rest of the team saw the obvious trap and vetoed the plan.

In desperation, Field Effect asked his producers for help. They informed him that his sister was being held hostage at his house and they he could choose to either rescue him or be teleported on top of the flying robot in order to destroy it. After some discussion, the team agreed to split up: three of the members, including Technomancer, went to stop the robot while the other three went to rescue Field Effect's sister. On the robot, Field Effect ripped it to shreds with his super strength while Technomancer created a force field that gave all of his allies the power of flight so that they could safely bail from the crashing robot and land safely. Back on the ground, the heroes managed to rescue Field Effect's family, but unfortunately the new heroine from an alternate timeline, being new to the whole hero business, got confused as to who was on which side and zapped Field Effect's brother-in-law with a lightning bolt. But no sooner was this threat dealt with than yet a new twist emerged...