Showing posts with label hollowpoint. Show all posts
Showing posts with label hollowpoint. Show all posts

19 August 2013

With Great Power…

Friday morning at Games on Demand, I’m sorting dice out for a round of Hollowpoint and my first two players sit down.  They’re a couple, looking fresh and well rested.  There’s a Star Wars T-shirt involved. I give them my great big GM grin and say “Hi! Here for Hollowpoint?” 

“We sure are,” one of them says.

“We’ve never done this before,”  the other one says.

“Never played Hollowpoint?”  Most of my players have never played Hollowpoint, although some of them have read the book; occasionally a whole table or most of a table has read the book and that is what led yesterday to a demand to “Play it straight, like maybe Cold War era?”  and some frantic Wikipedia searching before running an impromptu setting of Berlin: 1988 in which the E Street Band was rescued from the Russians.

( I love my players very much for bearing with me when I did not know off the top of my head that a Sig Sauer was a Swiss gun and entirely inappropriate for the KGB, and thank you to the substitution of a Makarov.  You are what makes this game worth running. )

“We’ve never played an RPG at all,” he says.

“We’re tabletop virgins,” she says.   They’re both wearing smiles on their faces and they look excited and they are sitting at my Hollowpoint table and inside my mind the Imposter Syndrome reel started running a countdown.  Cue the sound of an LP going in reverse. 

Holy shit these folks are sitting at my table and they’ve never played a roleplaying game before and they want to play Hollowpoint.  What are they going to thinkI almost asked them if they were sure they wanted to start here.  Now.  On Friday morning with me.  On this particular game.  Maybe they should grab a GM who was good at explaining things.

And then I took a deep breath and told the Imposter Syndrome reel to Fuck You.  And what I said was “You’re going to need some dice.  About 5-10 six siders.  I’ve got loaners if you need them.  And a pencil.  Which I also have if you need one.”

They needed dice.  I handed them a couple little boxes of spare dice.  He complimented my dice.  I complimented her shirt.  We made small talk – they’re getting married soon and want to put some geekery in it; my sister in law made edible D6’s for my daughter’s birthday cake out of gummi bears which was awesome – and the table filled up around us.

I handed out place cards.  I asked if anyone had played Hollowpoint.  Nobody had.   I introduced the gaming newbies.  I gave the ten-second talk on what roleplaying games are ("When we were kids, we played games with other kids.  I said ‘I shoot you’ and you said ‘No you didn’t, you missed’.  Now we have dice to help us decide who misses).  I said “I will be helpful.  I want you to understand this game.  I will not be gentle.  My job is to attempt to kill you.  Repeatedly.  Please don’t hesitate to ask for help.”

Everyone laughed.   I brought out the X-card as part of the introduction to Hollowpoint: “This is a game about doing bad things.  There will be blood.  There will be moral bankruptcy.  There will be violent.  If something is getting too intense or killing your action movie buzz, or if you just really hate spiders and the game isn’t fun with spiders, this is an X-card.  Tap it or lift it, draw our attention to it.  We’ll take out the spiders and go around the problem, no questions asked.”  No big deal.  No pressure at all.  Fuck you, That Girl GM Syndrome. 

I didn’t play it, but I brought it up again in character creation: “If you ask me ‘Hey Nykki, do we have pineapple grenades?’ I will say ‘I don’t know, do you have pineapple grenades?’  If you ask me ‘Hey Nykki, do we have flying dragons?’ I will X-card you.”  Everyone laughed.

I threw out a handful of settings, including last year’s Film Noir – Magic Kingdom, and that’s what they voted to play.  I had a brief flash of Imposter Syndrome at that as well – here you are, and your first con game ever is a dark humor setup about a bloodbath in Disneyland – and then I remembered how well it had gone last year.  How well it always goes. 

I have my Hollowpoint con game down to a pretty solid 90-minute run: I can add or subtract encounters as need be on the fly, but normally we get in four encounters and some skill checks, as well as some solid roleplaying, and hit the Principal scene at the 30 minute light flashing.  The newbies, as Steve Segedy so aptly predicted during our warmup, were fantastic.  It took them only a few minutes to get into the swing of things, and by the time Tinkerbell ditched them at a mud puddle in the woods (“Youse guys, you get inna throne room, you say ‘Bibbidi Bobbidi Boo’, I’ll be there.  Bam.  I’ll get you the money.”) there was no stopping them.

We ended on time.  Everyone was laughing.  Ink was flowing (what, you expected blood from a Toon?) and the Magic Kingdom was saved.   We wrapped up (“That’s Hollowpoint, everyone, at the IPR booth #1310 in the exhibit hall along with Many Other Awesome Indie Games) and I made sure to tell the newbies to come back and play something else.  Try them all! 

“We’ll be back,” she said. 

“Sure thing,” he said. 

It was a great game.  I hope they came back. I didn’t get your names, anonymous couple who used the color of your markers for your character names and started a trend that went around the whole table, but thank you.  Seriously.   Because you made my GenCon a little more awesome. 

25 August 2012

GenCon 2012: Nykki GM’s with GoD

I don't remember who started it.  

Either Angel or I at some point said "Hey, why don't we run some games at GenCon this year with Indie Games on Demand?"  And the other person said "Sure, that sounds like fun."  So we emailed the Games on Demand folks (who are awesome), and after some back and forth we were given the opportunity to trade up to GM badges for running just 7 2-hour sessions each.   In a fit of "We've got two whole days without the kids" we said sure, why not

About twenty-four hours later I realized that I'd just signed up to spend fourteen hours running games for people I'd never met before at a Gaming Con, and I nearly had a nervous breakdown.  But I'd said I would do it, and I'm always super excited about running Hollowpoint, and I had a pretty good handle on Homicidal Transients (it's not a complicated system), so I buckled down and got to work dreaming up some scenarios that I thought I could play out in ninety minutes (reserving half an hour for character generation, rules explanation, and getting people rounded up).  And all the while the imposter syndrome reel was playing out in my head: What makes you think you're going to be any good at this?  You’re not ready to deal with the jerk players who try to break things. Your narrative is going to fall flat.  Do you really know the rules that well?

I've been playing RPG's since I was rather awkwardly introduced to the concept with a D&D 2e Skills and Powers campaign in college (I was the awkward one), playing a twinked-out bow ranger with a pacifist hangup.  I've run D&D from second ed through fourth and abandoned it for Pathfinder in mid-campaign, and my players always come back.  I know in my mind that I'm a decent GM, or at least the kind of GM that gets repeat players – at least, in a fantasy setting with rules for everything that everyone has to look up that I've been playing for fifteen years.   And the imposter syndrome reel continues to play.

I've run fast-paced con-style games every year at a New Year's party we frequent, but it's in the company of friends and a number of folks who only game once a year, and it's always been B-Movie, (which qualifies as an Indie RPG in the small-publisher sense, but not so much in the "you can buy it and support small publisher" sense, since after I bought the game and three adventures in 2002 I've never seen another peep out of Guildhall Press ever).  So I didn't feel like I could bring B-Movie, and the scenarios I use there really aren't the sort of thing I wanted to bring to a con.  I've run Hollowpoint more than once before to general success – generally always with the same steampunk Western scenario, although once at a party in a drunken haze I did try to run a Star Wars ripoff that never got off the ground.

Maybe it was just the memory of that Star Wars attempt that haunted me, but the imposter syndrome reel is a hard thing to ignore: it taints everything with hints of defeatism, and I probably had a hundred good ideas that never got past the "what if I..." phase before the voice-over cut in with "and then everyone will wonder how they got the Worst Game Ever".  It took exhaustion and desperation combined with a particularly tedious work-related conference lecture after a night of hard drinking to shut the whole thing up long enough to whip out two simple Hollowpoint scenarios that I wrote down (in pen, in a notebook I was taking home) before they could get discarded too.  I showed them to Angel, without telling him that I was pretty sure they were going to be the Worst Ideas Ever, and he started chuckling before I'd gotten past the first encounter.

Hollowpoint is supposed to involve about half an hour of referee prep, and under normal circumstances that's about right; for me it involved two weeks of intense self-doubt and soul-searching followed by half an hour of referee prep and ten sessions of revising my referee prep until I wound up with exactly the same thing I started with.  Also, I was growing steadily more terrified of running this game at GenCon for total strangers who were, I was completely convinced, going to think I was the Worst GM Ever.   I had dreams about standing up in front of a group of players and forgetting how to play.

I had dreams about being That Girl GM.  I had dreams about having my qualifications challenged and I had dreams about coming to the table and being ignored and I had dreams about being the one who reinforces every stereotype someone has ever heard about women in gaming (I got into RPG's because of a boy, whom I later married).  And the imposter syndrome reel, in the background, got nominated for an Oscar and I apologized to Steve from Indie Games for being late to the GM party and having to move the schedule (I made Angel write that note) because we couldn't both take a Saturday slot at the same time because Someone Has to Watch the Kids!  And all the time I watched people around me on Google+ and Facebook and blogs talking about gaming and running games and getting excited while I was waiting – getting emotionally prepared – to fail.

So what actually happened was this:

We dropped our stuff off before Games on Demand opened at 10 am on Thursday and hung around until everyone showed up around 9:45 to get set up.  In the meantime, we unpacked the whiteboard and made a lot of introductions and then played a game of Snapshot:1969, which I may talk about in more detail later, but which has some amazing art and was a lot of fun.  Then we took off and did Con Stuff until Angel had to take off and do Kid Transport, shortly before my first session time.  By this point I had found a set of Agency dice (little yellow dice, because asking for help makes you a Little Yellow Coward), lost my prep cards for my Homicidal Transients setup, frantically made backup plans for Homicidal Transients, talked myself out of reworking Hollowpoint yet again, walked around GenCon all by myself, and the imposter syndrome reel had me so nervous I was practically shaking. 

It didn't help that when Steve asked what I was prepared to run and I said "Hollowpoint or Homicidal Transients", I had the shortest list of games on the board.  It didn't help that some GM's brought an entire list of gaming systems, complete with their cell phones and Twitter handles, and left sheets on the table in case folks wanted to get a pickup game together.  It didn't help that there was a line halfway out the door by a quarter to game time. 

What did help was that when I unabashedly admitted to a woman I'd just met standing behind the table that I was terrified, she said "You're going to be fine.  It's lots of fun."  What really helped was that I told my first group that I'd never GM'd at a convention before and got "That's okay, we've never played at a convention before" from at least three members of the group.  And then I started talking, and we started rolling dice, and wild over-the-top ideas started coming out of people's mouths, and it was Hollowpoint just like it always has been, only this time it was fedoras and Mouseketeers with Tommy guns and a power-hungry tyrant instead of steam-powered flying horses and railroad trains and the Johnson Gang. 

Hollowpoint was up for three ENnies this year, and some people came looking to play specifically.  Some people just showed up to see what games they could get into.  Every Hollowpoint table was full, even when I expanded them to five people solid instead of "four, maybe five".  Everyone seemed to be having fun.  And somewhere on Friday, between the moments where I was frantically making up answers to questions I hadn't expected and inventing complications to take on players who ignored blatant hints in order to go their own way, I forgot about being afraid. 

I gave out coupons for discounts at the Indie Press Revolution booth.  I stopped by IPR – an acronym which makes me think of PBR, and gaming hipsters, and wonder if you can play RPG's ironically – and watched the stack of Hollowpoint books slowly getting shorter and shorter.  And then, Saturday afternoon as I was weaving through a line of prospective players that stretched halfway through the elevators (amazing success for Games on Demand!), I was stopped by a frantically waving man.  "I have to tell you!"  He was obviously excited about something, and I recognized him from Friday's table, so I waited.  "We are still talking about your game!  That was so awesome!"

How much better can it possibly get?

01 January 2012

Fantastic Adventures in Hollowpoint


At the annual New Year's Eve Eve role-playing party, I ran Hollowpoint. This particular party has been going on for over a couple decades now, and the spouse and I have been attending for over a decade. December 30, we meet for RPGs of all colors and sizes and usually run it con-style these years: GMs prepare a short (~4 hour) adventure and characters if the system requires any sort of elaborate character gen. Then the players are divvied up among the GMs and then circulate, with some of the GMs swapping in and out as needed. When we were young, we might have managed 3-4 sessions a night (starting around 6-7 pm) but these days we usually manage two, maybe three if one of the GMs is feeling punchy and not quite unconscious.

This year, as I said, I ran Hollowpoint using a very basic skin. I set it in a Forgotten Realms type fantasy RPG setting. Rather than reskin the skills, I had each player pick a fantasy character archetype (Fighter, Paladin, Wizard, Rogue, etc.) and then their skills related to the abilities that archetype might typically have (Kill for a Fighter might be a greatsword, for the Rogue, poisons and daggers, for the Wizard, fireballs, etc.). The characters were all adventurers with the Agency, which contracted with clients to resolve problems they were having.

The mission for both session I ran was that the Town of Northhaven had contracted with the Agency to deal with a necromancer who had moved in, started robbing the local graveyard, and caused zombies to show up and attack the town.

The first session went off the rails the instant I had them name their characters. The first person to speak named his character Elmo and immediately adopted the appropriate voice. The others all jumped on this and soon I had Elmo the kleptomaniac rogue, Snufalupagus the dual-wielding warrior, Charlie the sneaking Rogue, and Big Bird the Bard. (Later, after Charlie bought it, the Count joined us as the undercover agent.)

When we got to town, I also realized this was the Agency you only called once. (This theme carried over to the second group as well.) The mayor led the party into the Inn where they were getting rooms and introduced him to Larry, the town drunk who first saw the zombies. What was supposed to be a simple conflict with the NPCs trying to Con the party into leaving immediately to deal with the issue, culminated with Snuffy slamming her swords into the bar and demanding an ale, Big Bird singing completely random campfire songs in order to confuse everyone, and Elmo bodily throwing poor Larry along the bar into cellar and announcing that “Everyone needs to get in the *$*% basement or lose a *%&*$ ear.”

Leaving the mayor and the others locked in the cellar of the Inn, the party leaves and encounters a cadre of zombies wandering into down at sunset. After briefly considering luring the zombies into the Inn (and setting it on fire), they decided they would likely not get paid if the mayor died in the conflagration. So, instead, they took the bells off the door into the Inn and Elmo strung them onto the zombies. Meanwhile, Charlie found most of his long-lost family among the zombies (his Complication), Snuffy started mowing some of them down, and Big Bird played Pied Piper and led them into Town Hall. Which was promptly locked and set on fire. Just before the building burned down and the last of the zombies bought it, they opened the door and let the few remaining ones out, which started immediately retreating toward the necromancer's home, bells ringing along the way. (See? The bells were not completely random...)

Arriving at the necromancer's tomb, they were met with a mess of skeletons setting up palisade and a Death Knight (Snuffy's newly raised father, her Complication) leading. Meanwhile, there are yet more relatives of Charlie among these undead and the undead that come streaming out of the tomb in retaliation. The party handles the Death Knight and his minions well enough, Big Bird continuing her ongoing attempts to confuse the enemies with random camp song lyrics. Charlie does succumb to the onslaught of the undead retaliation to be replaced with the Count, who has been serving as an undercover operative in the necromancer's army.

The party descends into the tomb and there encounters the flesh golem (Frankenstein's monster for the non-D&D'ers). However they also see the necromancer disappearing into a door at the far end, yelling about having to give chase or save the mayor's son. At this point, they see the mayor's son hanging by a quickly dissolving rope over a vat of acid (the conflict's Catch).

Combat ensues, with Big Bird's continued Con assaulting the monster while Elmo rigs his security blanket (a Trait) into a lasso and saves the boy, just before the rope snaps. The monster ends up with whatever was left of it's brain fried into dysfunction by the ever sung lyrics.

Beginning the final confrontation with the necromancer, the party marches into his laboratory. He is busy casting a really bad-ass spell (Cool) while his collection of ghosts turn their Terrorizing assault on the party. Elmo begins randomly Taking vials and bottles from the necromancer's lab and mixing them together, before throwing them at the ghosts. Snuffy is in her usual bladed fury and Big Bird continues her aural assault. The party eventually slays the necromancer and his ghosts and the muppets return home to their well-earned money.

The second session of the evening fared a little worse. Rather than homicidal muppets, this party consisted of a necromancer (a former colleague of the enemy one), his grave robber, his “corpse creation specialist” assassin, a pair of rogues and a warrior. (I think, this session started at something like 11 pm, so it's a bit more fuzzy for me.)

The plot progressed through a similar set of scenes, though this group manged to kill everyone in the inn without really getting information out of them. (Though the party's necromancer raised them all, so they still had what they needed, I guess...) They also simply slaughtered the zombies that came in, rather try to corral them. Of course, their necromancer then raised the newly re-corpsed into their own growing army.

This was the groups modus operandi for the night: kill everything and then make it into their own undead. The necromancer then used his own in-conflict successes to have his army soak hits for the others as needed (Agent special ability). There were two fatalities in this one, one being replaced with a cleric, the other with a similar rogue (as I recall). The cleric used Turn Undead (Terror) quite efficiently.

Overall, Hollowpoint worked well for this one-shot style of fantasy RPG, however the trappings of the genre hindered it a bit. A good number of my players were used to D&D, Pathfinder, etc. and the weight those games place on spending much time crafting a well balanced character and careful resource management during an adventure. Since characters (and thus their Traits) are supposed to be expendable, my veteran RPG players were slightly less willing to embrace spending often and freely, until the final combat. This left some of them feeling a little frustrated early on, as even in their best skills they could not match the length of runs I as GM would manage. This cleared up as they began to realize that making a new character was not the time sink it would have been in D&D/Pathfinder. Additionally, I had to overcome my own reluctance to assault the weakest player in each round. However, after the first round or two in each session, play began moving much more freely. Everyone certainly seemed to enjoy the free-form chaos that ensued.

11 September 2011

Hollowpoint: Wild Wild West

Got folks together the other weekend to play Hollowpoint and see if I enjoyed GMing it as much as I liked playing it.  Threw out the invitation to the winds and got back an OK from two of our Pathfinder regulars, my husband, an old friend recently returned from Places Southwest, and a couple whom we do not get to do RPG's with very often.  It was a big group.  I got to count out a LOT of dice.

Skin: Steampunk Western.  
Mission: (1) Rescue Mister Banks's daughter from the Pinkertons.  (2) Get the deed to the Lucky Star out of the train's lockbox before the Dawson Gang does.

We took a few minutes to get everyone settled - used the toe tag character sheets which amused the hell out of my players - and ran them all through character gen in about twenty minutes, counting chasing kids and asking questions.  There were Complications from almost every player, which definitely made things more interesting.   There were also a lot of questions starting with “can we have…” from my D&D-based group, who were almost obscenely pleased with the idea that they could  in fact have whatever it was they were asking for.

Several of the players took low to nothing in Kill, so they schmoozed their way past the engineer  (Complication: I am the engineer’s daughter) and the Pinkertons before settling into the real meat of the adventure.  There was a lot of throwing people out of train windows.  There was a lot of Terror and Dig and Cool being used, with the occasional gunfire battle.  There were Pinkertons hiding in the restrooms and using earpiece microphones to transmit information down the train.  There were traits being burned in new and interesting ways as the players realized that a scene was headed for a Wash or that they just needed One More Hit in Terror to make things happen.

I was surprised at how much the players had to do with creating the scenes; I almost didn’t need to be there except to roll handfuls of dice and watch them get torn apart.  But the best part for me was setting up a Retribution. 

They had Miss Banks in friendly custody after Terrorizing the Pinkerton agent holding her hostage (Complication: I rescued Miss Banks from a brothel in Juarez once).  They had successfully Conned some of the Dawson Gang into watching her for them (Complication: I left the Dawson Gang under friendly circumstances).   And then the rest of the gang showed up, on flying steel horses, and shot the hell out of Agent Jayne.  “It was like they were gunning for him or something.”  Chalk one up to Complication: I left the Dawson Gang under unfriendly circumstances, and bring in an Operative loaded on Cool to help finish out the show. 

Jeffery Dawson learned an important lesson about being out-Cooled (do not stick a deed down your pants to keep it away from an Operative) and an Agent learned about getting Conned by a fast-talking pretty boy, right up until he got his deed taken away anyway.  Everyone got to play a role: Operative Sylvia may have been the one doing the crotch-grab, but she couldn’t do it without backup – and backup was provided in full.

Everyone left the table feeling satisfied, accomplished, and having thoroughly enjoyed themselves.  My quiet players opened up with very little prompting, and as promised the scenes pretty much ran without my guidance.  I still very much enjoy the dice mechanic for making scenes flow smoothly, and it was clear and easy for the players as well.  “Not so much math” was the main take-home comment.

We did notice that unless I am splitting my dice pool for a Principal or a Catch that I will never have more than 6 actions (one per side), so the massive dice pool of the GM tends to lend itself to longer runs which means I get to go first most of the time.  However, once the players get a turn they are likely to wipe out everything I have left, so it evens out.  I’m not attached to NPCs because I haven’t spent more than twenty seconds statting them up by deciding how many dice they get, so I don’t get as defensive when they get out-cooled because my investment is low.  As a GM, my biggest hurdle is getting over my fear of killing PC’s in mundane ways.  Shooting the hell out of Agent Jayne was, in fact, extremely satisfying for all of us and Operative Sylvia was statted up by the time the scene was completed. 

Still love this system and the next time we are looking for a one-nighter it will probably be the first off the shelf.

05 August 2011

GenCon Update: Hollowpoint

GM Jeremy offered to run a Hollowpoint session at GenCon.  Here's the review.


Short version: Rules-light, action heavy. The mechanics are nicely tuned to accomplish precisely what the game is aimed to do, which is get through problems with brutal efficiency. It is *not* all about killing everything in sight (I went Con and Dig heavy), although I will admit to a real enjoyment of being able to take down a helicopter with a set of brass testicles.


Long version: Had a great time with a group of strangers - we took about ten minutes to go over basic mechanics and character creation, threw together our notecards, and hit the ground. As has been previously mentioned, the speed of character gen had me worried I was not going to make a character I could connect with, but the Traits really add depth and nuance and personality very quickly. 

Three players, one GM. Only two of us have ever played together before, but we had a rhythm going by the end of the first scene. It just fell into place, which was very satisfying. 

We hit the ground running and didn't stop until we locked down the research base and mowed down a bunch of innocent bystanders just for tagging along. There were interrogation sessions with brandy and gunpoint. There were unfortunate episodes with C4. There was the bit where Steve got tired of negotiating and just shot the schmuck with the car we wanted in full view of the security guards at the gate, and realizing I had just enough pairs left in Con to keep them thinking we were Special Ops. There were a lot of oh s**t moments and fast thinking to get out of them. There was the bit where Matt ran out of Cool and slid the car sideways into the defense perimeter after it got closed to us. There was trying to figure out how to keep in the storyline and burn your traits (hence: brass testicles). There was a lot of killing innocent bystanders and not a lot of comparing hit points or armor class or mucking around with special abilities. This is a streamlined game that is as efficient as the professionals you are playing.

It's interesting how knowing you can just toss your character aside when they become useless to you makes you willing to do all sorts of silly high-risk things. There's some strategy to gaming the game mechanics - particularly when it comes to asking for help from others and whether you want to give it to them or whether you want to deny them for more dice. There's a definite advantage in teamwork, which is really nice to find. 

It's a game for grownups: for mature roleplayers who know what roleplaying is about and are comfortable with playing ruthlessly efficient people who do not worry about scruples or morals. It's a game for experienced people: this is probably not the game to start out someone new to gaming with (unless they have a lot of improv experience), since so much of the story is player-driven and requires audience participation, and because there are so many dice being thrown around that I can see a complete newcomer being overwhelmed. On the other hand, I have a pretty steep learning curve for rules systems, and by the end of the first scene I felt comfortable and competent at what was going on, so either GM Jeremy is a stellar teacher or the rules are slick and easy to learn - or maybe a little of both. 

Do not plan to be running a long-term epic campaign in Hollowpoint. That's not what it seems to be designed for. It is a fast-paced bloodbath where one faceless agent replaces another at need: you do not need to be too attached to your character because there isn't a lot to be attached to and you may have to toss them aside for the good of the team. I can see setting up a campaign, but it would have to be more about story than about characters, which is not how I normally think as a GM, and I wonder whether the heavy action focus and cycling of characters would get exhausting over the long term. 

On the other hand, there is something immensely satisfying about finding a system that seems custom-built for a one-night one-off playdate, or for those times when you are waiting in a 90-minute line at GenCon for your Will Call tickets and need something to do. There is mayhem and humor and action, and the players have a lot of control over the situation, which leads invariably to Complications. There isn't a lot of that out there, and especially not with the sort of setting-agnostic flexibility that Hollowpoint displays.

Final verdict: Gritty, gory, full of stories and for grownups only. Hollowpoint is the kind of game that will create "remember when you..." moments, and lots of them. Absolutely loved it and absolutely recommend it.