Well, I have a moment before things might be getting hectic, so I wanted to share some overall impressions and observations about the totality of PAX Unplugged so far. First, I want to say that overall I see a vast improvement in organization from last year. Lines are shorter, and there are more options and backups to keep people happy. The decision to keep one main entrance seems to be paying off dividends, in that people are processed a lot faster to get in the action. Do I miss being able to pop out exits for a bite at a local market without walking all the way back around? Maybe a little, but the overall wait time is shorter, and the end result means that I am hanging around the con and exploring more.
Well, today was a lot quieter and casual for me. I was doing today with a group of friends who…well, were less interested in cramming into events. And you know what: there is no wrong way to enjoy a con. People come for a variety of reasons, and while I had effectively jam packed myself yesterday, I wound up enjoying different parts of the con that I had actually missed out on. One of the nice things about PAX Unplugged is that there is a wide breadth of things to try, and while some require the dedication to be there at signup at the moment the doors open, there’s plenty to enjoy for people who just want to show up and have fun Continue reading PAX Unplugged: Day 2 Log
This article is a log updated periodically throughout the day, and then published when complete.
Arrival: 8 AM
First of all, an update and correction from my last scouting report. While we had been warned off the changes in entrances previously, for some reason it hadn’t sunk in. For those of you taking a train in, stops around 14th -16th streets will be superior than hiking over from elsewhere. In addition, Will Call has moved from the location originally sent out by email, and is now by the entrance hall. This means that everyone is all going to the same location, which, well…
This is the sight of the entrance hall at 8:00, two hours before the con is supposed to open, and an hour before event registration was set to begin. I had already picked up my badge, and I knew where I was going to RPG registration, but I was far from the first.
To reiterate, this is an hour before registration opens. If anyone thought I was overstating the morning pileup, things look like anything but right now.
However, in spite of the backup I did it! After striking out last year, I managed to get into one of the Star Wars modules run by Fantasy Flight Gaming. There is also a neat change from last year: along with Games on Demand, people have games that they are offering to run that have been included on the docket. I am seeing some people are using it to demo games they have/are developing, which seems like a great way to generate interest and stress test.
10 AM – 2 PM
“Begun the Clone Wars Have” was a fun module, and I know enough about the system that I can see the hallmarks of a module designed for this kind of event: early rolls to get people used to the system while getting them to use resources, challenges that stretches people out of their niche followed by a finale that left two thirds of the party down for the count.
I won’t say to much about the events, because I really don’t want to spoil it for people, but I think FFG is definitely leaning into the Rise of the Separatists and Collapse of the Republic splat books on this one, and that character choices heavily come from those books: Clone Commander, ARC Trooper, Jedi Master, Jedi Padawan and Senator were all included in the group of up to 6 players with an Outlaw Tech to round it out. Considering Seamus’ work on both of these books, I was excited to play, and I think I can definitely say that a full Clone Wars campaign seems really viable. I even got to take a look at some of the squad combat rules from Rise, and they could really do nicely in an Age of Rebellion game to make being a Diplomat more interesting in combat.
As an observation, the time slot bills itself as four hours for all of the games FFG is running (also Legend of the Five Rings and Android: Shadow of the Beanstalk). My group was one of the first to let out, and the other two games were still going strong, so I would say that four hours is indeed the expected time.
Finally, I learned something cool! There is a fan community run version of Pathfinder Society for Star Wars: Legends of the Galaxy. It has a shared, generally running plotline for GMs and players, along with resources for both (including hosting the Oggdude character builder!). The creator and head of the site was actually one of the GMs, and hopefully I will get the chance to sit down with him and learn more.
Ignores his own advice, quickly scarfs down crab fries in the cafeteria while typing updates
While signing up for events, I had seen something that piqued my interest: a recently Kickstarted (though not yet released) game by the name of Zafir. It’s billed as a tactical RPG along the lines of X-COM, but set in an alternate Earth where an industrial revolution has been set off ahead of schedule with new magical ores. It sounds like an interesting idea, but I’ve signed up for a card game tournament, so I can’t stay for the whole time. Still, I manage to chat with the developer, watch character creation and plan to meet up to find out more later in the con.
There’s a cool little racket being set up in the tournament center, a soft drink tavern. You buy your mug and have free refills for the day. It’s great for people here for the whole day, especially as you get thirsty, and they seem to be making bank.
Oh, and I got bounced from my tournament in about 15 minutes. *sad trombone music*
Well, the Zafir game is still running. Fortunately, they are still in combat, and I get the chance to see how combat works over a few encounters. It seems pretty intuitive, but I hope to go over things a bit deeper in another article.
I catch Seamus between Transit sessions and check in before I prepare to leave. Yes, it’s early, but I’ve been going at this for 10 hours now, and cons are marathons and not sprints. I plan to be back tomorrow with friends, and I have the whole expo hall to explore!
Ho adventuring gamers! We are on the eve of PAX Unplugged in downtown Philadelphia, and two of us fellow Cannibal Halflings will be lurking about. It seems that event organizers have failed to learn their lesson, and allowed Seamus (2017) and I (2018) to return for our second years in attendance. While both Seamus and I are excited, I have the advantage of actually living in the area for the last five years. It has been helpful for planning on my end, and it’s time to turn over some of those nuggets of wisdom to you dear readers to act as your man on the ground in advance to the upcoming invasion of gamers into the heart of a major American city. Hopefully these tips will help make your experience more enjoyable!
It’s Devil’s night, and a warm wind is blowing. Carousers and arsonists swarm through the streets, thinking themselves at the top of the food chain. How wrong they are. Still, caution is deserved…all it takes is one of them getting a bit too happy with one of those smartphones, and suddenly new foes are on your doorstep. It used to be that a Kindred only had to worry about others of their kind, or some of the other supernatural creatures that bumped in the night. Mortals were catspaws, beneath notice, the few hunters more of a distraction for all but the most careless of the Kinde. That was before Vienna and London. Now, no Kindred with half a brain underestimates them…which seemingly excludes a shocking number of your Elders. Still, their (un?)timely Final Death serves a purpose: finally, finally, finally there are holes at the top, room to advance, to actually make some real change. But until then…well, needs must be met: A Beast you are, lest a Beast you become. You spy an increasingly drunk punk rocker type, working through his second bottle of liquor as he stumbles down a side street. Yes, he’ll do nicely…
I have a confession to make: I’m a fan of vampires in fiction. I honestly think that they are an excellent concept in supernatural action and horror, largely due to much of their mythos having easy ties to profound themes such as seduction, addiction, lost innocence, alienation, and the loss of humanity. Toss in a large chunk of my formative years suffused with badass supernatural bloodsuckers brought to life in films such as Blade, Underworld, Interview with the Vampire, and Queen of the Damned (plus TV shows such as Buffy, Angel and Hellsing) and you get a player who, even now, gets giddy at the chance to play in a game with a vampire focus. So when I find out that the company that is both behind my favorite Powered by the Apocalypse game (Masks) and already knows how to do horror well (Bluebeard’s Bride) already has such a game on the shelf…well, I couldn’t stay away. Which is what has brought me to Undying by Magpie Games.
Not everyone is so lucky as to be an ace pilot the moment that they fall into the cockpit. Some have gotten as far as they have due to a lifetime of training and experience. Yet for all of their grizzled charm and “oh you sweet summer child” attitude, they had to start somewhere. Something had to hone those instincts and prepare them for the battle at hand, and this week, we get to find out what. Strap back in for this supplement of Evil Hat’s starfighter RPG Tachyon Squadron in Tachyon Squadron: Starfighter Academy.
LARPs are all about getting dressed up, either with groups of people who got in heavily costumed and shouting spells while others wailed away on each with foam swords or actively plotting about the plots against their domains or the biggest threat to the Freehold with earnest index cards and play rock papers scissors, right? Well, just as there are innumerable styles of play, and people willing to experiment with design of more traditional tabletop formats, there are people who like to play around with how to run different styles of LARP, and I wound up stumbling into a freeform style that prioritizes how people get and stay in character, and what they do to make a story interesting entirely over mechanics.
Well, it was quite an eventful ENnie season this year! Our site had the honor to be nominated, even if we didn’t win (there is still a continual “what?” on loop that we even got considered). The hard work and dedication of the judges is wonderful, serving not only to excite us when we rediscover something that had been previously reviewed, but also offering us the opportunity of new things to explore. It was partially through ENnie nominations that Bargain Bin Gaming began, and this year I had planned to do another set of quick summaries of each of the items in the category of Best Free Product.
And then I started by taking a look at Ironsworn and I found myself unable to do it justice with a simple summary.
You had heard the whispers for a long time: someone up high was on the take, and people who stepped out of line had a habit of vanishing. The town had been a hive of villainy long enough, what was a couple more people on the take…but things got stranger. There was a buzz on the street and strange rumors: people vanishing and returning a bit off, politicians showing up dead and eaten from the inside out. But it was none of your business until she walked in…she had legs for days, just not in the way you thought…and her idea of biting your head off turned a bit too literal for your taste. Before, you might have chalked it up to a bad client, but now…now you’re in too deep and if you’re not careful, you’ll be left as just a shell, a reminder of your former self, an . . . Exuviae.