My review of intercon S continues with some discussing of the games I played in. I generally don’t think that a public blog is the right avenue for submitting feedback about games to the designers, so this piece is going to focus primarily on general and unique things the games did well, or general things that I think any game could benefit from considering. In other words, no specific criticisms. That information I reserve for private conversations with the people in a position to change it.
I’ll be marking spoilers that I can’t avoid discussing under white text. You can read them my highlighting/selecting the text with your mouse. Here is an example: these would be spoilers. This allows people who want to avoid spoilers to do so fairly trivially.
For any of you that might have seen my role call, this is kind of a more in depth version of that. I want to introduce people who didn’t play these games to them, and create a literate audience for the last piece in this series where I’ll talk about the ways some of the games did or didn’t help with the many things I’m trying to change about how I approach gaming.
Aes Sidhe Thursday Night
This game is about the fae in modern times, meeting for a conclave in Arcadia, trying to figure out about what to do about fading belief in the human world that is of course the source of fae power and magic. There’s obviously more going on, both bigger and smaller, but that’s the basic premise. Over the course of game, I spent a lot of time ineffectual trying to badger the the remaining fae leaders (Oberon, Titania, and Mab) to talk to each other, reconcile, and figure out how to bring back the fourth leader. I spent a lot of time trying to help two of my friends, who it turned out needed the same set of limited resources to do two different things. That led me to calling a GM and burning my remaining 6 uses of “research a solution” cause we were in end game and I didn’t really have anything better to use them on. I also helped orchestrate a few people getting their memories back, for better or worse. That activity did not exactly endear me to Queen Mab when I was involved in helping the Ruler of the frost giants (whom she had all turned to statues) remember who they were.
I got pulled into this game off the waitlist on Wednesday night, an hour before I had to leave for the airport. This was a hard game for that. Boy did I feel under dressed – the costumes were awesome. And oh boy did I feel unprepared. My character sheet was 31 pages long. The remaining game content another 20 pages. And I had a red eye out Wednesday night. Hard to play an information broker when I hadn’t managed to absorb all of the information. So I was pretty glad the character was a little gnome, canonically known for being kind of over excitable and over eager to prove themselves compared to their ability to actually help. I tried not to OOC annoy my fellow players, but I was probably pretty annoying IC on a couple of occasions.
Overall the game was good. It was fun and fairly immersive. There was a lot of content though. Even for a game with 25 players. And too many plots required overlapping character sets. This made it very difficult to make progress on plots, and led to kind of a RotK style ending, where we had like 6 or so climax/resolutions one after another at the end of game as people churned through their goals and became finally available to support other people’s plots.