2009: The Year In Gaming

Well, the year in *my* gaming, anyway.

Last year, during the holidays, Tim (I’m pretty sure it was Tim) suggested that we set up a regular gaming schedule for:

  • A small group.
  • On weeknights.

This coincided well with my long-time desire to get a regularly scheduled game night going again. The small group also meant that we wouldn’t have (as many) problems with not being able to play because some significant percentage of the group couldn’t make it.

By and large, it worked. Since January 14th of last year, this is (to the best of my recollection) what I’ve played:

  • Don’t Rest Your Head – We did this as a one-shot with Tim and Chris and Kate, and while I think it would have been better with two sessions, it worked as a single session thanks to the players really pushing the story hard, and it was quite fun. I daresay it was perhaps the first really successful game I’ve run with Kate as a player. I remember this one fondly. That it was the first game of the ‘new’ schedule augured well for the future.
  • Dogs in the Vineyard – a kind-of wrap up for an on-again, off-again story we’d played in 2008.
  • Inspectres, thanks to a request from Bianca.
  • In a Wicked Age – we revisited this system a couple times during the year, and Tim and Chris as a sort of desert-rat Laurel and Hardy rarely fails to entertain. I’d like to take this game out for another spin in the future, if only to see how The Wedding comes out. (Where did I put that Oracle?…)
  • The Mountain Witch – this actually wasn’t a Wednesday Night game, but a weekend one-shot I ran for Kate, De, Lee, and their visiting brother Dale. The ending was something like: De killed Lee, Kate killed De, the Witch killed Kate, and Dale (saved the child and) killed himself. Glorious, bloody fun, hampered only by my misunderstanding of one ability Lee wrote down.
  • Shadows Over Camelot – Not an RPG as such, but it gave us a number of good games, and not just with my gamer friends: our first win came while playing with Kate’s mom, and I personally had a fantastic time playing with my own mom and dad. Dad really got into the game.
  • Primetime Adventure: Ironwall – A real milestone for me: we pitched a series and, from March to November, managed to run all six sessions in the first Season. That may not seem like much of an accomplishment, but when you consider we were coordinating the schedules of five adults, and had to postpone several times when the ‘spotlight’ player couldn’t show, I will happily dislocate my shoulder while patting my own back.  It’s worth noting that we all want to revisit this setting and the storyline in the future… but with a different system — very likely the Dresden Files, which will have just the mix we’re looking for. PTA is great for high-concept, but a little light on ground-level mechanics.

While we were ostensibly playing PTA, we squeezed in a couple other games as well.

  • Mouse Guard, more Mouse Guard, and yet more Mouse Guard. I love this game, pure and simple. I love it enough to try Burning Wheel.
  • 3:16 – A one-shot story of genocidal space marines. Good times. Would not mind going back to this game again at all.
  • Danger Patrol – I enjoyed this session so much. I’d LOVE to play a short series of serials in this madcap, space opera, radio drama universe.

Give or take, that’s about 19 games over the course of the year. Call it 23 if you count Shadows over Camelot. Not quite two games every month, but damn close; I’ll take it and say thankee sai.

What I’d love to play in the coming year:

Longer stuff

  • Burning Wheel or Burning Empires (probably Burning Wheel: I suspect that Diaspora might give me my spacey-sci-fi fix for 2010.)
  • Diaspora – an excellent game built on the Fate 3.0 engine. I’ve had time to go over the rules now, and the social combat sub-system makes me shivery, to say nothing about ship to ship combat. Fun stuff. God I love Aspects.

Shorter Stuff

  • Time & Temp – A game of time travel and underemployment. You travel through the ages actualizing solutions for the anomalies and paradoxes that threaten all of existence. You are reality’s only line of defense in the war between the rigidity of causality and freewill. Your reward: the hard earned satisfaction of a job well done. (Plus $11.50 an hour and a modest health package including comprehensive immunizations for history’s most prolific diseases.)
  • Annalise is a game about making Vampire stories. Each player characters are the victims, hunters and tools of the Vampire. The best example is that you are playing the story of Dracula with one person (for example) in the role of Mina Harker, one as Van Helsing, one as Renfield. The Vampire in your game, like Dracula, is what drives the plot, but it is not a protagonist.
  • Some more In a Wicked Age.
  • Some more Mouse Guard.
  • A little Ghost Echo, if I’m feeling cyberpunky.

What about playing? Hmm.

  • I think I should hook Chris up with a copy of Trail of Cthulu and see if he wants to run it. I’ve heard good things.
  • Fiasco, which doesn’t need a GM.
  • Ooh, someone run some Shotgun Diaries, please.

And whatever other shiny bit of metal gets my attention.

What about you?