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    •  
      CommentAuthorping
    • CommentTimeJun 30th 2009 edited
     # 1
    Here is a "during" and a post-game shot of our GPNW 2009 Geiger Counter gam-, ahem, rousing action adventure space death movie, The Edge of Darkness. It was awesome and one of the highlights of my Go Play NW that Eric, Matthew, James and I just sat down and threw down.

    Set in a quasi-military space station on the edge of black hole, the station is powered by an Entropy Engine (that makes nothing). It was a straight Aliens-esque movie complete with weaselly company man, Mr. Filman (Steve Buscemi) and grizzled old head of security (Michael Ironside), obsessed scientest (Joaquin Phoenix), noble doctor who turned out to be a spy, Anne, and last but not least 1st officer Chip! whose name was more memorable to me than his actor. In the end it was the station mechanic (Katee Sackhoff) correction per Eric: obsessed scientest Dr. Owen Fields, the security guy and first officer, Chip!, who fed Mr. Filman to the menace by leaving him locked up in the brig and taking off in the last shuttle as the space station fell into the black hole.

    Playtest Stats:
    • March 2008 Alpha Edition of Geiger Counter
    • Employed the "draw quasi spacially realistic" settings idea
    • We used little name chits that had the name and role of the characters and marked survivors clearly. Our local group started doing this because the characters are generated to fill some sort of role, often stereotype, in the setting so that's how we remember them, not as "Anne" vs. "Natasha". Also having 10-12 characters for 4 players doesn't lend itself to remembering names.
    • We worked in just about all the trailers and secrets (though I wish I had remembered the new secrets rules of using keywords)

    [The circle on the bottom left is the biodome level above the bridge. The pile of names on the bottom right are the dead bodies left in the menace's wake. Steven Segal as "The Captain" was the first to bite it.]

    GC_edgedarkness_gpnw2009
    geiger_edgedarkness_gpnw2009
  1.  # 2
    Hi Ping,

    This was a great game and a very pleasant surprise. As our last game slot of a long day, we all agreed we were worn out and would take it easy, but the awesome kept on accumulating like an avalanche and our weariness just fell away.

    One correction: Dr. Owen Fields (Joaquin Phoenix) was the third survivor, not the mechanic. This despite the fact that he accumulated two conditions very early on. My exuberant use of quasi-science terms and great scenes with Matthew's Mr. Filman somehow kept Owen alive to the finish.

    The disk-shaped space station map came together in a way that was easy to use and evocative. Hitting our trailer and secrets so well was icing on the cake.

    Thanks again for facilitating this Ping.
    •  
      CommentAuthorping
    • CommentTimeJun 30th 2009
     # 3
    Posted By: Eric J. BoydOne correction: Dr. Owen Fields (Joaquin Phoenix) was the third survivor, not the mechanic. This despite the fact that he accumulated two conditions very early on. My exuberant use of quasi-science terms and great scenes with Matthew's Mr. Filman somehow kept Owen alive to the finish.

    Oops. Yes, Dr. Owen HAD to stay alive and we all wanted him to because his was the meat of the story, finding the spy, hiding his research, punching out Mr. Filman in the name of science. :)
    • CommentAuthorjaywalt
    • CommentTimeJul 1st 2009
     # 4
    Awesome. Thanks for facilitating and writing it up, Ping. I'm glad everyone had such a great time.

    It's interesting to me that you used the Alpha draft rather than the Beta (is that true?), though I know Ben Robbins has also made noises about liking some aspects of the original draft better. But I suppose the rules aren't dramatically different (aside from a few new Conditions and, as you say, the keyword guidelines for Secrets/Goals) and the Alpha draft is a very simple, condensed version in comparison.

    In any case, I'm definitely excited to play some Geiger when I get out to Seattle in Aug-Sept, both because you've been so supportive of the game and because I wanna see all the little ways that you run it better than I do :)
  2.  # 5
    Ping, thank you for posting this!
    A quick note before off to work:
    The Edge of Darkness was super fun to play. I started off the game exhausted and shell shocked, but that quickly turned around as the smooth flow of the game and excellent play by everyone at the table kept the energy pumped up! Great facilitation, and, man, good times.
    Mr. Filman was a blast to play, it was so much fun to revel in his weaselly troublemaking. There was a weird little mental tug of war between "Oooh, the slimeball must die" and "Aaah, he is so much fun."
    I feel a little bad that Natasha the counselor was not nearly as interesting.

    One amusing recollection from the game: As James' Dr. Anne takes the "Dead" condition for the second or third time, Ping pointing out how fitting it is that James' t-shirt reads "I play dead people."
    •  
      CommentAuthorBen Robbins
    • CommentTimeJul 1st 2009 edited
     # 6
    Posted By: Jonathan Waltonthough I know Ben Robbins has also made noises about liking some aspects of the original draft better

    Yeah, I think Beta went too much in the direction of traditional character ownership -- we talked about this some on an old thread. Listing a bunch of character concepts as a group (with lots more characters than players), then picking survivors, then picking who will play those characters (Alpha-style) promotes a very different attitude than sitting down and making "my guy" (Beta-style). That influences the whole rest of the game. I think it's a critical part of the Geiger Counter magic.

    When you get to Seattle we'll all drink vast quantities of coffee and talk about Geiger Counter long into the night. And then you'll finish it.
    •  
      CommentAuthorping
    • CommentTimeJul 1st 2009 edited
     # 7
    Posted By: Matthew SBI feel a little bad that Natasha the counselor was not nearly as interesting.

    No such thing. I think part of the process of playing is to figure who amongst the survivors (or red shirts for that matter) emerges as interesting. We don't know until we start playing and it makes total sense that on average maybe 1 key and interesting survivor per player emerges from their pile of PCs (I'd have to look through the previous games summaries to figure out if this is the case), but figuring out who that turns out to be is the fun part. We want to discover who the real stars of the movie are. I didn't see it coming when Steven Segal got blown out of the airplane hatch at the beginning of Executive Decision either.
  3.  # 8
    Yeah. this was a total blast, and really played well. I very much liked the "What kind of movie/what kinds of stereotypes/who would play them" flow.

    James
    •  
      CommentAuthorping
    • CommentTimeJul 1st 2009 edited
     # 9
    Posted By: Jonathan WaltonIt's interesting to me that you used the Alpha draft rather than the Beta (is that true?)

    Yep, Alpha draft. I have not carefully read the Beta draft as Ben has and just glanced at it now, but if indeed you dropped specifically creating minor characters and creating a pile of 10-12 characters in favor of the "my guy" approach, that's definitely not as good.** Another part that looks to be optional in Beta are the actors, and I think this should be a mandatory step as it is in the Alpha.

    At the GPNW game, James said something I felt was a very good point, that the set up, while longer than some other games is not only fun, but serves the purpose to quickly ramp up the story in what otherwise might be several sessions of backstory and learning about characters. This careful prep allows you to dive right into the movie and have it move along and get to where it's going in one session - missing any piece and you don't get that.

    **EDIT: It's because if as in the Beta, you suggest the mooks should be cast and described when they are introduced, that kind of undercuts the drama of having them killed by the menace, as if they were just invented on the spot to die. The drama of their death comes in the part where they _could_ have been survivors, but they weren't destined to be one of the chosen ones. Ben made this same point in his earlier post and it's definitely true.
    • CommentAuthorjaywalt
    • CommentTimeJul 1st 2009
     # 10
    Yeah, prep time is definitely something I've been working on cutting down with each edition, but it requires almost as much as Primetime Adventures, say, and then is meant for running one-shots, which is an interesting space to work in.

    What's also interesting is that I wrote the two editions, Alpha and Beta, at very different times in my life and play history (I'd played the game 3 times for Alpha, and 12+ for Beta), but I don't really consider them to be different games so much as different explanations of the same family of techniques and practices. So it's really interesting, then, that one edition seems to emphasize certain aspects while another edition emphasizes others. I don't know if the way I ran it changed (because it's slightly different each time, right?) or if I just explained it differently or what.

    Partially for this reason, I've been considering just writing Gamma as one giant example of play, to show people how to play the game instead of telling them, but it would have to be a really good example for it to be worth reading all the way through, almost like a good novel or movie script, and I'm nervous that I might not be up to it. Then again, the great thing about Geiger having multiple editions -- and not being released commercially in print until I'm fully satisfied with it -- is that I could write and release an edition (as I did with Beta) and just see what folks think of it and how helpful the text is when trying to run the game.

    But yes, we should definitely all sit around and some point and talk about what the essentials of the game are and how best to convey them in a text to people.
    •  
      CommentAuthorJohn Powell
    • CommentTimeJul 2nd 2009 edited
     # 11
    Posted By: ping

    I didn't see it coming when Steven Segal got blown out of the airplane hatch at the beginning of Executive Decision either.


    I cheered.
    •  
      CommentAuthorping
    • CommentTimeJul 3rd 2009 edited
     # 12
    Posted By: Jonathan WaltonI've been considering just writing Gamma as one giant example of play, to show people how to play the game instead of telling them
    My gut reaction is that this is not a good idea, having just recently facilitated the game completely spontaneously without reading the rules for a year. I read the steps out loud as we did them and I thought the procedural Step 1: Do X, Step 2: Do Y was a big part of why the game was so smooth. I'm curious what Eric, Matthew and James who (as far as I know) had never read the rules thought about the game set-up being very procedural.

    If we had to interpret the rules from a play example, it would not only take longer (and the idea is that this is supposed to be a spontaneous one-shot), but I'm not convinced it would be clearer EDIT: and the core rules would not function as a reference which is one of its primary jobs. I think people want to be told how to play. They will always do whatever they're gonna do, but at the onset, they need to be told without ambiguity how to play the game out of the box. I have thoughts about how the procedures might be clarified or re-arranged, but I think you should keep it as you have it in Alpha.
    • CommentAuthorjaywalt
    • CommentTimeJul 3rd 2009
     # 13
    That's true. My goal with Alpha was to write up the procedures as if it was a board game and Beta drifted away from that slightly, in an attempt to clarify some things and also because Geiger isn't mechanically exact like board games are (requires freewheeling implementation of procedures). I think a "example of play" text might be good at teaching readers how to play, but it would be much worse at teaching them how to teach other people (which is critical). Hmm...
  4.  # 14
    Rules written like board game = good.

    Ping, the 'very procedural' thing worked, and well. Jonathan, unless your target market is not the indie game crowd or the broader gaming community, write it like a board game. Everyone you are marketing the game to has an awareness of how to deal with boardgames that blur into RPGs during play.

    James
    • CommentAuthorAlan
    • CommentTimeJul 3rd 2009
     # 15
    I chime in for procedural rules too. If you're goal is a one shot pick up game, the rules should give very clear answers about what to do when. If you can make a cheat sheet with all the procedures on one page, you're flying. I do this for my own reference with many games, so I know it's quite feasible.
    • CommentAuthorjaywalt
    • CommentTimeJul 3rd 2009
     # 16
    Posted By: Alanthe rules should give very clear answers about what to do when.

    I agree with you folks that a procedural text would be great. Geiger Counter just has rules like:

    -- if the characters are winning to easily, do ABC things that'll kill some of them off
    -- if the monster is winning too easily, do XYZ to try to even things out

    It can be described in procedural terms, but making it work successfully depends on more than following procedures, which can be tough to get across in a procedural text without something like Vincent's, "You see what I did there? This happened and so I did this..." that he does in Dogs. But I'll give it another shot and see what happens.
    •  
      CommentAuthorping
    • CommentTimeJul 7th 2009 edited
     # 17
    Posted By: Jonathan WaltonGeiger Counter just has rules like:
    -- if the characters are winning to easily, do ABC things that'll kill some of them off
    -- if the monster is winning too easily, do XYZ to try to even things out
    I think you can have the best of both worlds. The above sound to me more like playing tips that you put after the core rules. The core rules and game set up can be very crisp and procedural to get the game to the point where people can play. The style and pacing advice can be a separate chapter that would be prudent to read, but not necessary for understanding the mechanics of play. These you can illustrate with longer examples.