Monthly Archives: April 2014

Gaming Comics

Apart from the odd Foxtrot strip, gaming is a subject dominated by webcomics. A bad gaming comic makes fun of games and gamers in a mean-spirited way or represents us gamers in a stereotypically unflattering fashion. A good gaming comic can distill everything we love about gaming into a three or even one panel joke that is, at its essence, what it means to be a gamer.

The 800 lb. gorillas are comics like Knights of the Dinner Table, Dork Tower, and The Order of the Stick (about which I wrote a term paper for a literature class, by the way). The smaller, perhaps, lesser-known comics are by no means less worthy of our attention. Comics like Darths & Droids, Irregular Webcomic, and d20 Monkey (among others) are all glorious love letters to tabletop gaming.

What makes a good gaming comic? To me, the answer is simple: does it laugh with me and not at me?

No one enjoys being made fun of. It’s particularly painful when the person making fun of you couches it in the veneer of false kinship. I’m not going to talk about those people, because we all know these kind of people and they don’t need any more time in the spotlight. I want to put the spotlight on d20 Monkey.

Sure, I’m biased. I know Brian Patterson, somewhat, and I buy his t-shirts (as well as read his comic). I archived binged on d20 Monkey a few years ago when Brian submitted the comic to the ENnie Awards. d20 Monkey can be a tad Not Safe for Work at times, so binge at your own risk, but he always has something to say. Sometimes, it’s just a gag. Other times, he has something to say about bullying, or jerks who insist certain girls are Fake Geek Girls. He always has a Christmas story to tell (Brian LOVES Christmas and his enthusiasm is infectious–like a red & green plague of joy). The comics he writes that deal with Lovecraftian themes make me want to run Call of Cthulhu.

So check out d20 Monkey. Beware of dick jokes, but you know what? The penis is intrinsically funny and we could all use a good laugh now and then.

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Star Wars: Edge of the Empire – Beyond the Rim, part 2

This adventure synopsis is written from the perspective of my Edge of the Empire character, Kelko Gen, a Rodian explorer. It contains spoilers for Fantasy Flight Game’s adventure “Beyond the Rim.”

SWEotE logo

Thanks to our highly competent navigator, we arrived in the Cholganna system without incident. Unfortunately, we arrived in the middle of a meteor swarm or some kind of asteroid collision. Looks like I picked the wrong time to drink heavily and stay up all night. Fortunately, the Banshee was up to the challenge of having several space rocks bounce off the hull ’cause she was handling like a brick dragging a parachute. Once I got us into orbit, we scanned the surface for the type of debris you might expect from a Munificent-class frigate. There was quite a lot of debris. At the very least, if the ship for which we searched was not on Cholganna, there was probably something else we could salvage so the trip would turn a profit.

I found a decent landing area only 1/2 a klick from a large deposit of debris. We geared up and ventured into the jungle, leaving the un-designated droid deactivated and stuffed in an escape pod. We brought IT-3PO with us, though. Azira marked the location on her datapad and was using it to lead us through the jungle when she stumbled (or something; I wasn’t really paying attention…try having a pounding hangover headache while you’re in a hot, humid jungle and see how focused you are). She started to fall into a ravine and I dove to save the only female on our vessel. Unfortunately, I tripped over a root and missed by a wide margin, taking a header into a ravine deep enough to turn me into a chunky blue-green paste at the bottom. I was prepared to kiss my ass goodbye when I landed on a ledge. As I lay there contemplated my mortality, the datapad landed on my chest. I don’t know where Azira ended up.

The sounds of gunfire from above told me the human found some trouble of their own, so I tried to see where Azira landed. She was quite a ways below me, and injured, but not dead. There must have been some … Force … protecting her, or maybe Bothans bounce. I shouted up for the humans to stop playing with their guns and lower a rope to us, but they didn’t pay attention to me for quite a while. They eventually lowered down some vines, because we, intrepid jungle explorers that we are with an EXPERIENCED explorer as pilot, FORGOT. ROPE. Clearly, I picked the wrong day to stop smoking.

It turns out, they were shooting at some bugs that were infesting the tree they got the vines from. Humans…can’t even deal with some bugs without their guns. Still, they’ll be useful if we run into an Nexu. We retreated back to the ship because we also left our medpacs on board, and after falling down a cliff and being attacked by bugs, we thought it might be useful to have some sort of first aid capability. We went out again and finally found the debris. It was a crashed escape pod. Our investigation revealed that it was infested by more, different bugs. Maximo, aka Other Human, devised a plan to smoke them out. Unfortunately, while working on putting his plan into attack we were attacked again by some sort of tentacled, toothy monsters. One of them dragged me into the trees, despite my best efforts to stab its face off. Fortunately, the humans shot it until it was dead and it dropped me. It looks like I picked the wrong day to stop huffing glue.

I hearby name Cholganna IV The Planet of Falling. I am tired of falling. It hurts. I don’t bounce well. I’m going to have nightmares now about falling.

We finished making our Log of Smoking Out Nasty Bugs and Maximo pushed it into the water toward the escape pod. It did its job and we were able to finally investigate the pod while we utilized it as a makeshift shelter in the evening. The pod was definitely from the Sa Nalaor. Azira managed to get a cockpit recording of the escape pod working and since we only found one, crushed corpse in the pod itself, we determined there might actually be survivors. That complicates our salvage.

The next morning, feeling better than I did the day before, we set off again. Fortunately, we neither fell off a cliff nor did we encounter any ravenous animals. We did, however, find the main wreckage of the Sa Nalaor. The jungle reclaimed the outer hull, so it was quite well camouflaged, but I was certain we could still get inside. I hope today wasn’t a bad day to stop taking deathsticks.

My character didn’t officially have a hangover, but I have decided it’s the only logical explanation for my inability to roll a success. I rolled the dice twice last session and failed both rolls. I rolled at least six to eight times this session and failed (with varying degrees of disaster) all but the last roll. I’m enjoying the game itself well enough, and it’s not that my character is unskilled in what I’m attempting, but the dice seem to absolutely hate me. I honestly thought at the beginning of the session there was a good chance my blown piloting rolls might cause us to crash our ship and all die in a fiery conflagration…or at least, get stranded on Cholganna. Seriously, it was painful.

Edge of the Empire as a game, though? It’s my favorite Star Wars RPG. It has surpassed WEG’s d6 version, which I’ve adored since the late 80s. I am interested to see how they handle Jedi as characters, though, because I’ve never thought they really worked well in a typical role-playing group of characters. Any future Star Wars games I plan will be with FFG’s system, that’s for sure.

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Star Wars: Edge of the Empire – Beyond the Rim, part 1

The following post is written from an in-character point of view by the rodian scout Kelko Gen. It contains spoilers for Fantasy Flight Game’s Edge of the Empire adventure Beyond the Rim.

SWEotE logo

Since blasting away from Mos Shuuta and that miserable dirt-ball planet, Tatooine, we’ve been busy fixing up the ship. We had to borrow some money to get things working again and I took the opportunity to rechristen the ship. Banshee. It took a while, but it fits better than Krayt Fang for us. I think we’re more likely to run screaming from a serious threat than to start biting it to death. At least, that’s my intention. I didn’t take all that time to acquire a ship just to die in a futile gesture of heroics for someone who won’t appreciate everything we’ve sacrificed.

Some time during our trip to The Wheel to meet up with our twi’lek benefactor, we discovered a droid the former occupant of our ship was keeping. I didn’t catch its designation, but Braddock surmised it was a bounty Trex captured. Well, anything to mess with that nasty Transdoshan is tops with me, so we activated the droid and invited it to accompany us to our meetings on The Wheel. The job the twi’lek had for us to was simple: go to a remote planet, find a long lost ship, and salvage some junk from it. The ship has been missing for so long it’s almost legendary at this point, and he just happened to have another droid for us to take along, IT-3PO, who once belonged to the former captain. Our stowaway droid started talking about double-crossing the twi’lek and keeping whatever salvage we recovered and selling it for our own gain. One of the humans wanted to haul jets right away (I think it was Maximo…it’s hard to tell those two apart; I should make them wear name badges), but I vetoed that idea. We needed to buy supplies and do some research while waiting for IT-3PO. The job was not to abandon our one passenger and do the job without him…it….whatever.

Now, I might not be above stealing from the rich to give to the poor (me–in fact, that’s usually a pretty good policy because those rich guys usually earn their money on the back of hardworking folk like me), but a deal’s a deal, and we already owed this guy. We surreptitiously deactivated the droid and stowed him in our cargo hold while we stocked up on supplies and equipment we would need on our expedition. (The droid’s player had to leave early to deal with a family emergency.) There was serious talk of slapping a restraining bolt on that droid, and despite our decision to NOT do it, we bought some anyway…just in case. I made sure Banshee had medpacs and space suits, just in case, while the others bought whatever they thought they would need. Once again, Maximo was short on money, so the rest of us had to make sure there was enough food and a space suit for him. For a brief moment, I thought about not getting a space suit for him and then, if we lost pressure I’d see what happens to a squishy human when exposed to total vacuum. I figured that might get messy, so I relented. Azira did some pretty brilliant research and got us an exact location and an efficient hyperspace route to the planet where this ship allegedly went down, so if nothing else, we’ll get there in one piece. I hear the planet is crawling with nexu. Good thing we have an expert planetary scout with us. (That’s me.)

IT-3PO took his sweet time getting to us, and it turns out, a 5-pack of rodians (they give honest acquirers of unlicensed antiquities like me a bad name) wanted him worse then we did. The two humans gave chase, causing all manner of commotion in The Wheel while Azira and I wisely stayed behind with the ship. I already felt like talking to too many people on the station would jeopardize our expedition, and I didn’t want to take the chance that someone would break in and steal my stolen newly-acquired ship. I helpfully called station security and eventually they brought the two humans, along with IT-3PO back to us. The charges against our humans were fairly serious (public endangerment, joy riding, vehicular theft, assault, etc.) and I only think a couple of the charges might have been embellished. Fortunately, the proper application of credits to the palm of someone in authority works better than those high-paid attorneys of which the Coruscanti Snobbery Elite are so fond. I’m going to have to start a ledger or something, because said money always seems to come from MY pockets. I don’t even like humans!

Maybe they’ll earn their keep on this planet we’re going to.

We got a distressingly late start on the night’s session and I blew both knowledge rolls I made, so I didn’t get back into the swing of using the dice. There’s still at least 2-3 sessions of this by my estimate, so I’m looking forward to playing with this system. Plus, it seems likely much of the next session will take place in a planetary wilderness and that’s just Kelko Gen’s cup of tea errr…caf…coffeine…whatever the Star Warsy equivalent is. We’ve started discussing what we’re going to do after this Star Wars adventure is finished and I shared the revelation I had at Gary Con that I wasn’t burned out on GMing, I was just burned out on GMing Pathfinder. It seems likely we’re going to spend some time playing one-shots of various systems to see what’s a good fit for our group. I already have an idea for a fun Fate Accelerated one-shot (1938, Nazi-controlled cyborg gorillas…that’s all I’m sayin’).

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Pathfinder Wrap-Up

We spent 11 months and 2 parts of a 6 part Adventure Path playing Pathfinder before I started to dread running the game. I don’t think that’s a statement on the quality of the adventure path or the quality of the rules system, but Pathfinder is basically a refinement of the d20 System, i.e. D&D 3.X, a system I played for most of the last fourteen years. When D&D 4E came out, I was weary of D&D 3.X. I had seen its flaws (which don’t bother some players) and while Pathfinder fixes some of those, is it just as complex as that system is, and the complexity made it a chore for me to game prep. There was a time when complexity didn’t bother me because game prep was my primary leisure time activity. The older I get and the more variety I inject into my leisure time, the less time I want to spend on complex prep for a game I only play every other week.

In short, my preferences have moved on.

I’m not the only one at the Doctor StrangeRoll table who has grown tired of Pathfinder. Several of the players have expressed a desire to try out systems with less complexity. My main beef is that as characters grow in power, running the characters become largely an exercise in mathematics, from a mechanical perspective, and certain tasks become trivial. That can be good and bad. The math, frankly, bores me. That tasks become trivial, well, I have mixed feelings about that. For experienced character, some tasks should be trivial. I believe every task (at least, dramatically appropriate tasks; I’m not talking about things like opening an unlocked door, riding a horse down to the village square, or mundane things like that) should have a chance of failure. No one is infallible, and sometimes failures can create good drama and character-defining moments. With Pathfinder (and d20 systems in general), I feel like players are encouraged to optimize and specialize to the point that their characters become little more than collections of stats rather than characters. This can be mitigated, of course, by the GM writing all of his own material so that the challenges they encounter are tailored to them exactly. I realize it is impossible for published materials to cater to everyone, but I have neither the desire nor the energy to devote to a 100% custom Pathfinder campaign. The game no longer fits my preferred GMing style.

In the last two years and three months, my group has played three variations of D&D: Basic D&D (which I defined WAY back in 2012 in this post), D&D 4E, and 3.X/Pathfinder. AD&D is all that remains for the core Doctor StrangeRoll experience. I’ve deviated from my initial purpose a bit, since I have not revisited any of the adventures we played at the beginning with a different system, but I still think we’ve gotten a good taste of what each system has to offer. As it stands right now, I’ve enjoyed Basic D&D most. My players, of course, probably have different opinions, but it seems to me that the role-playing was stronger when the mechanics were less complicated.

That’s not to say one cannot have really good role-playing with complex mechanics, but I’ve noticed that many players have trouble moving beyond the mechanics when they are complex, the players are busy and tired when we game (we game on Friday nights, after everyone has had a week of work and 3/5ths of my group are raising kids, too). Other people have noted that when a game’s mechanics concentrate on tactical combat, it takes special effort to have games that are more than tactical combat. We’re all busy, we’re spinning many plates at once, and I think rules light is in the future for the DoctorStrange Roll group.

Good thing AD&D is able to be more rules light than d20 and more modern versions of the game.

So, what does all this mean for the Licktoad Goblin Pirates and the Skull & Shackles adventure path? Based on the brief conversations with some of my group, it’s likely the goblins will enjoy being wealthy after selling their booty in Port Peril and will create a colony of goblins at Tidewater Rock. They’re semi-respected pirates now, but their futures will be written by others (maybe me, if I ever get to write a Pathfinder novel for Paizo). Most players in my group don’t want to recreate the goblin pirates in a different system. I understand. Being a stabby, choatic anarchistic goblin can be fun in small doses, but most players want more complex characters than that and find it hard to identify enough with a goblin to make them transcend who they were born to be.

For the next several sessions, we will be playing Star Wars: Edge of the Empire, specifically “Beyond the Rim.” Blog entries describing that game will likely have spoilers galore! Consider this a warning. I’ll also be nice and include a spoiler warning at the top of each post…if I remember.

After “Beyond the Rim,” we’re probably going to do a few one shots. I want to introduce the group to Fate, and one of my players expressed an interest in running another session of Doctor Who: Adventures in Time and Space (in which I play Dr. Cornelius Constance, a time-traveling scientician from the 19th century). One of the one shots will definitely be AD&D though (either 1st or 2nd edition) so that I can finish my analysis of D&D through the editions. By the time that happens, I’m sure D&D 5th edition will be available. I don’t know if I’m going to incorporate that or not. Right now, I have no desire to play another edition of D&D. Between Basic D&D and AD&D 2nd Edition (the edition my most formative years were spent playing), I don’t need a different edition of D&D for anything. I am tired of the edition treadmill. I miss the days when we could mix freely between Basic, 1E and 2E and it more or less worked because the systems were that similar. Since 2000, a new edition of D&D (I do not count 3.5 as a separate edition from 3.0) is basically a new game. Some trappings are the same, others are different. If I want a different fantasy game I can run Savage Worlds, or Dragon Age, or HackMaster, or Dungeon Crawl Classics.

No one edition of a game is going to be all things to all people. Is there a perfect game for you? Perhaps. Maybe you’ve already found it. What is my perfect game? I’m not sure I’ve found it yet. I’m not sure I want to. Trying new games is too much fun.

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Looking for VFF Publishing?

What’s VFF Publishing, you ask? Why, it’s my publishing imprint! Yes, I write and publish novels. This blog is about gaming, but I see no reason not to redirect you to the Visions of Fantasy & the Future site (or Facebook, if you prefer) if you’re curious about what I write. I write fantasy and sci-fi. You can buy my novels at Amazon and other fine sellers of literature.

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Gary Con VI Report

The Cosmic Bacon arrived just in time!

The Cosmic Bacon arrived just in time!

For those of you who don’t know, Gary Con is an annual game convention held every March in Lake Geneva, Wisconsin, to honor the memory of the father of role-playing games, E. Gary Gygax. Their focus is on the one thing Gary loved most: gaming! I’ve been going since 2010 or so.

Wednesday is usually a quiet day at Thursday – Sunday convention. Arrival. Check-in. Settle into room. Get badges. For many, it is the longest continual socialization time of the convention.

This year, many people attended a pre-con party at Frank Mentzer’s home. While I would like to have gone, when I heard smoking would be allowed in the house (albeit confined to one room away from most of the guests), I had to decline. Any amount will play hell with my wife’s asthma, and we’re both sensitive enough to it that the lingering smells on everyone’s clothes (our own included) would be a problem. Contrary to what many smokers think, non-smokers CAN smell it on them for hours and hours and it gets on us, too, when we’re around smoke. When it induces respiratory problems, that’s an issue. Nevertheless, I’m sure everyone there had a great time, and I’m sure many stories will come out of it that will be told for years to come.

After checking in and getting settled, we decided to try to rustle up some gaming action. I brought with me Sentinels of the Multiverse, Project Ninja Panda Taco, and Edition Wars, but was unable to drum up any interest. Rather than assume it was because the games held no interest to anyone but myself, I will instead assume that my Game Master badge intimidated everyone. Instead of gaming, we joined some friends for dinner and conversation, which was just as good as gaming, in my opinion.

Thursday was a fairly low-key day. I started off by wandering around, visiting with Jolly and Barbara Blackburn of Kenzer & Co. (and Knights of the Dinner Table fame) and visiting the Dealer Hall. My first game of the day was supposed to be a HackMaster game at 10AM, but I screwed up during registration and signed up for a 10PM game by mistake! Resigned to my failure, I wandered around some more and purchased some old Spelljammer supplements out of pity for myself (they were still in the shrinkwrap, so I essentially bought NEW items from the ’90s!). My next game was in the afternoon, a Savage Worlds game run by Gygax Magazine called “The League of Extraordinary Gentlemen 1940.” I played Indiana Jones. The other characters in play were Ms. Fury, Doc Savage, and The Phantom. We had a few empty chairs, so no one played Tarzen, The Rocketeer, or The Shadow. There were car chases, Nazis, and zeppelins, as you might expect from a pulp-action game. It was a lot of fun and further cemented my wife’s preference for Savage Worlds over Pathfinder. I, too, have been leaning towards less crunchy systems over the last couple of years, and Savage Worlds and Fate are quickly rising to the top of that list for modern RPGs.

In the evening, I ran my first Paranoia game, “Groovin’ to the Oldies.” I ended up running two sessions of that particularly adventure, and will talk about my games later.

Friday started off with my second Paranoia session. The rest of the day was very low key and I only had one game in the evening, a Top Secret game set during the Cold War called “Operation: Good Night.” We took the role of western spies assigned to extract a Soviet defector from East Berlin. It was interesting to play an RPG set in setting I was somewhat familiar with, having grown up in Germany during the Cold War (though I never visited Berlin). Our group ended up having two moles, but we accomplished our primary objective without any gun play. It was a good game, though a little more gritty & realistic than I was expecting.

Saturday was the big day at Gary Con. It was the busiest from an attendance standpoint, and from a play standpoint for me. My wife ditched both of the games we were scheduled for (one of which was a game I was running!) because she was personally invited by James M. Ward to play in his female-gamer-only game “Monty Haul’s Lesser Tower of Doom.” I, of course, was perfectly OK with this, since when a former TSR luminary and con Guest of Honor invite you to his game, you don’t say no. Publicly, I acted hurt and betrayed that she ditched her husband’s game for another GM’s game. 😀

I started my day with “The FATE (sic) of Skull Island.” It was another pulp-action game set in the 1940 (I’m sensing a theme here), but using Fate Core. I had the books from the Kickstarter, of course, and I played in a Bulldogs! game at Gen Con two years ago, but I rated my comfort level with the Fate system at “Not at all comfortable.” This game changed that. I played a Dashing Barnstormer named Henry “Hank” Jericho, Captain USAAC, Ret., who was a veteran of both wars. From the event’s title, you might surmise that King Kong was involved…and you would be wrong, but his larger cousin EMPEROR Kong was. We had great fun and when the game was over, I had to dash downstairs to run my Star Wars game (WEG, 2nd edition Revised & Expanded), “A Simple Job.” All four of the players who showed up for my game had been players with me in the previous Fate game, so at least no one was waiting for me since I scheduled the games back-to-back. As with the Paranoia games, I’ll talk about my Star Wars game later.

After dinner, we tried to scare up some interest to play Edition Wars, Sentinel of the Multiverse, or Project Ninja Panda Taco, but again, my GM’s badge intimidated everyone. We instead got involved in a couple of games of Bang! The Dice Game and Cards Against Humanity. Never before have I felt guilty for liking a game (and I know there are folks out there who absolutely LOATHE Cards Against Humanity). We noted that the game at least took shots against EVERYONE and not just any particular ethnic group. Still, I understand the loathing some people have for the game, I just don’t particularly agree with it.

The oasis where we had to recover stolen drones.

The oasis where we had to recover stolen drones.

Sunday was Gary Con’s slow day, and my day started early with another Top Secret game, this one set in the modern day, run by the game’s creator, Merle Rasmussen. It featured a lot of trading and negotiation, but felt very action packed. It was a ton of fun and all the players received a printed version of the adventure “Operation Rendezvous Oasis” (which will also appear in issue 4 of Gygax Magazine) as well as a new-in-box, shrinkwrapped copy of Merle’s first game, SQWURM from 1979! It was a blast. Originally, I tried to get into Jim Ward’s Sunday game, but due to registration hiccups, there were a lot of games I couldn’t get in, and I didn’t even think to try to get into this one. I figured since it was Merle’s first convention appearance in 30 years, and Top Secret is still pretty popular, that I wouldn’t have a chance. To my shock, there were still seats when I finished registration, so I quickly saved my spot.

My novels at the Broadleaf Book Shop

My novels at the Broadleaf Book Shop

After the game, I ran into Harold Johnson in the Dealer Hall. I’d heard he was running a book shop in Lake Geneva, so I wanted to talk to him about what it would take to get my books in his store. When I showed him my books, he was excited and wanted all the copies I had with me. My novels are now carried in the Breadloaf Book Shop in Lake Geneva, WI. This pleases me to no end, since Lake Geneva is essentially the birthplace of D&D and without D&D, I probably wouldn’t be writing.

When we returned to the hotel, Gary Con was essentially over, but we managed to play a couple of games of Elder Sign. I now have another game added to my “To Purchase” list, and I bought the electronic version for my Kindle Fire.

Gary Con was a rousing success for me in many ways. My books are carried in a book store now, and I had a lot of fun. It was the best Gary Con yet. There were hiccups, to be sure (we never got to play in the Gary Con Joust as no one was ever officiating when we’d try to play), but overall, it was great. My games…well, I’ll consider them fun failures. All three ran too short. The length was the only failing of the Star Wars game, so I could beef it up with another encounter, and run it again with no other modifications (though I would like better miniatures for the vehicle segments). The Paranoia game, however, is a different story. I got all the jokes in there (I referenced disco, Saints Row IV (Dubstep Gun), Fraggle Rock, Borderlands, The Simpsons, and the Matrix), but the game was so deficiently lethal, it played more like a wacky Gamma World game than a Paranoia game. There were 2-3 deaths at most out of the 6 characters in play, far from the 400%+ death rate I should’ve had. I just didn’t have the right mix of pre-gens and Secret Society missions. I think if I add two more encounters and change up the pre-gens to all be Red clearance (I had a mix this time just to change things up) and re-write all the Secret Society missions to focus more on interparty conflict, I can get it to the right length. The ending though…I like the ending. As a response to criticism I received last year (about always ending with a button press nuclear explosions), I changed it so the button press either reboots the sector or [SPOILERS] ends the Simulation, ala The Matrix. The criticism was about the button press, not the nuclear explosion, so I misinterpreted that, but I really like the idea of Paranoia taking place in a simulation run by our Insect Overlords to keep humans occupied before they toil in the underground sugar caves (there’s your Simpsons reference…from the 90s). Oh well, they can’t all be home runs, and since both groups chose to End the Simulation, I have a perfect excuse to not run Paranoia next year since there are so many other games I want to play and run. I’m considering running all my games in costume next year, and I’ll have to fit the games to the costume so that would mean I need to run Star Trek, Fallout, and a western. I have a year to work on that.

Thanks to Luke Gygax, Dale Leonard, Gene Drebenstedt and the rest of the Gary Con staff for a great convention! I’m looking forward to next year!

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