June 24, 2017

A Pair of Character Oddballs

As any veteran RPG player will tell you, every so often you get one of those off-the-wall ideas for a character that just simply won't let you be until you put pencil to paper and actually write up that screwball character concept.  Now generally, a lot of those "oddball characters" that folks come up with generally aren't viable in the long-term; at best the character might make it through a one-shot adventure or a brief module, but the novelty factor tends to wear off pretty quickly for a lot of these builds.  Some however manage to stand the test of time, being so odd and off-beat that they become endearing to the group as a whole, or that they turn out to be surprisingly effective in their role.

I've seen several of these oddball characters make the grade, two of whom came from the same campaign, that being a Legacy Era campaign run by Ben "Cyril" Erickson using the Star Wars Saga Edition system.  The first of these notables were Kirkineery-tovante aka Kiri, a Squib Scoundrel played by Kevin "Rikoshi" Frane, whose in-character mannerisms and voice (this was played over Skype) made the character incredibly memorable, with the other being Niera Kurcz, an Arkanian Noble/Scoundrel played by Nateal "Tariel" Falk who in summation was rather odd; that she was a cyborg'd Force sensitive should give you a clue as to just how off beat this particular character was.  In comparison, the two PCs I played were rather bland and boring, though I did have fun.

One of the players in my regular Skype gaming group, Rick, has a penchant for coming up with some rather bizarre character ideas for what seems any system that he comes across, one of the more recent ones that he'd gotten to play being Felagi (or Ferngully as our regular Mutants & Masterminds GM Eric calls him), who was created for a cosmic-themed campaign and was built to primarily be a support character with minimal offensive abilities.  And to the surprise and delight of the player, Felagi turned out to be quite successful, and even managed to kick off an intergalactic fashion trend of wearing pirate outfits after pilfering such an outfit from a spacefaring squid man (Captain Kraken for those familiar with the Freedom City setting).

Now, why am I making this post?  Well, the reason is I've had a couple of these banging around in my noggin for a while now, and neither of them have been for Star Wars.  So, to get these particular character notions out of my head so that I can make room for things like working on my Force and Destiny campaign and/or the modules I plan to run at next year's GamerNationCon, I've put pencil to paper as it were, and wrote up those two oddballs.  And now I'm posting them here for others to read, hopefully enjoy, and maybe even make use of in a game.

First, since I was hooked on a feeling...

Krist Goodburrow (D&D 5th Edition)
Halfling (lightfoot) Sorcerer 1
Hit Points: 7 (1d6 hit dice)
Proficiency Bonus: +2
Speed: 25 feet
Alignment: Chaotic Good
Languages: Common, Halfling
Background: Charlatan

Ability Scores
Strength 8 (-1), Dexterity 16 (+3), Constitution 12 (+1), Intelligence 13 (+1), Wisdom 10 (+0), Charisma 16 (+3)

Racial Features (as per page 28 of the D&D 5e Player's Handbook)
Brave, Halfling Nimbleness, Lucky, Naturally Stealthy

Class Features
Saving Throws: Constitution and Charisma
Sorcerous Origin: Pelvic Sorcery (c/o Steve Kenson)
Spellcasting (Spell Attack +5, Spell Save DC 13)
Cantrips: Dancing Lights, Fire Bolt, Shocking Grasp, Thunderclap
Spells: Catapult, Color Spray, Expeditious Retreat
Skill Proficiencies: Arcana, Deception, Insight, Sleight of Hand
Tool Proficiencies: Disguise Kit, Forgery Kit

Sling, pair of daggers, arcane focus, explorer's pack, set of fine clothes, disguise kit, set of weighted dice, belt pouch containing 15 gold pieces

Notes: In case it's not obvious, the Pelvic Sorcery is a bit of home-brew material created by Steve Kenson, best known for being the primary creative force behind Green Ronin's Mutants & Masterminds superhero RPG, drawing its inspiration from the Guardians of the Galaxy film, notably Gamora's comment about how she wasn't about let herself be take in by Peter Quill's "pelvic sorcery."  It's actually a pretty fun sorcerous origin, offering some fun abilities from first level all the way up to 18th level.  I've no idea how well these would hold up compared to the official sorcerous origins in terms of actual game play, but I'm fairly certain that the character would be memorable.

And now for the other oddball character, this one from the wuxia-themed FATE Core game Tianxia.  And if you're asking if he's paid his dues, he'll look you right in the eye and say "yes sir, the check is in the mail."

Burdenless Jo
High Concept: Boisterous Drifter
Trouble: Loud-Mouthed Braggart
Aspects: Courage of a Thousand Fools, Fate's Favorite Punching Bag, "It's like Burdenless Jo always says..."
Refresh: 3
Jianghu Rank: 1

Great (+4): Drive
Good (+3): Athletics, Provoke
Fair (+2): Deceive, Fight, Shoot
Average (+1): Investigate, Notice, Physique, Will

Kung Fu Style: Stone Monkey
Technique: Stone Resists the Blow

A Fool's Bravado: You may use Provoke instead of Will to defend against Provoke attacks.
All In the Reflexes: If you successfully defend with style against a ranged projectile attack, you can sacrifice your next action to immediately inflict an attack on your opponent at the shift value of your defense plus two.
Talk Like The Wind: Gain a +2 bonus to overcome obstacles using Deceive, provided you do not have to talk to the person you're trying to deceive for more than a few sentences.

Notes: Now, it should be pretty damn obvious who this character is inspired by.  I've always been a big fan of John Carpenter's film Big Trouble in Little China, a film that may have failed at the box office but has certainly become a cult classic (Indeed!)  Granted, Drive as a skill probably won't see a whole ton of use in many Tianxia campaigns, but you put this man at the reins of a cart or means of conveyance and he'll be able to pull off some fairly impressive stuff.  Actually, Burdenless Jo is probably a more competent individual (even with his lower-than-typical score in Fight for a Tianxia hero) than ol' Jack Burton himself.  And with three Fate Points at the start of each session as well as Aspects that are geared to let the character earn even more of them, he should certainly be able to shake the Pillars of Heaven while dropping one-liners (pithy or otherwise) along the way.

May 26, 2017

Converted Dueling Styles for 7th Sea 2nd Edition

So here's something that I've been working on for a while, usually in a fairly casual basis.  Given that the latest installment of the Pirates of the Caribbean franchise hits theaters today, it seemed appropriate to finally publish this.

7th Sea 2nd Edition - Converted Dueling Styles

A bit of background as to how this document came about: I had actually started this not-so-little conversion project way back in October 2016, long before the Explorer's Society option for publishing fan made 7th Sea material was officially a thing.  It started out pretty small, consisting of only a handful of adaptations of 7th Sea's 1st edition Swordsman Schools into workable Duelist Styles for the game's 2nd edition.  I did get a bit of feedback on the forum I initially posted the material at, some good, some bad, and some useful, but I ultimately chose to remove the material from that forum as things were starting to get a little too toxic for my taste.

One problem with the initial conversions was that I really didn't have a chance to play test these in mock combats as much as I would have liked.  Part of the reason it's taken me so long to finish up these conversions and then post them is that I've tried to run mock combats in a preset collection of scenarios (Duelist Hero vs. small Brute Squad, Duelist Hero vs. large Brute Squad, Duelist Hero vs. strong non-Duelist Villain, Duelist Hero vs. weak Duelist Villain, and Duelist Hero vs. strong Duelist Villain) to see how they shook out.  Overall, I'm pretty satisfied with how the various styles shook out.  They're not perfect, but as Steve Kenson (a game designer whom I deeply respect) said with regards to RPG design, there comes a point when you've got to say "it's good enough" and release it, otherwise you'll be "working on improving" the material forever.

From the very outset, I never intended to do conversions of every single 1e Swordsman School that got published (and there were a lot of them).  I mostly focused on the ones that I firstly found to be interesting and secondly that I could come up with something nifty for the style bonus.  One thing I tried to avoid was rampant re-skins of style bonuses for previously published Duelist styles.  If the only thing I could come up with for a style was a total re-skin, I simply dropped the the style.  There are a couple of exceptions as those Duelist styles I felt had enough in-game flavor to warrant their inclusion even if the style bonus wasn't anything truly original.

I did add a few converted Advantages, such as a revamp of the 1e Exploit Weakness Swordsman knack and the Left-Handed Advantage, as well as a little something for the professional pugilists out there that prefer bare-knuckles to bared steel.  I had considered doing a conversion of the Finnegan "Swordsman" School (aka Drunken Irish Boxing), but I ultimately opted not to, even if I did come up with a pretty nifty style bonus (which wound up being used for the Lucani style bonus instead).

Now, some of you may be aware that one of the initial releases for the Explorer's Society was the supplement "At Sword's Point," written by Rob Weiland.  What you may not be aware of is that I wrote a pretty scathing review of the product on DriveThruRPG (it's the only review of the product so far), due to the vast majority of the dueling style conversions being either clunky to the point of "why bother?" or being unimaginative tweaks of styles from the core rulebook.  I'm sorry, but if I'm going to take a Duelist style, I want to be able to do something that's not only cool, but isn't just a bland reskin of another style.  For instance, Rob's take on MacDonald, a style that favors using the Highlands claymore is just the core book's Ambrogia using different Traits.  There were a couple points where Rob and I had very similar ideas as to what a style's bonus should be (Lucani for instance).  To be honest, had this product been any good, I would have totally abandoned this conversion project of mine in favor of the "official version."  Yes, I gave it 2 stars, but that's only because I feel a 1 star rating is reserved for something that is complete and utter garbage that should have never been purchased in the first place.

I suppose one question that might crop up with regards with this document of mine is "why didn't you publish this as part of the Explorer's Society?"  Well, there are two good reasons.  The first is that I didn't feel this constituted an original enough work, since it's based very much off 1st edition material that belongs to John Wick.  The second is that trying to get this published for sale when there's already a similar product out there just felt incredibly tacky, as well as disingenuous given the rather scathing review I'd left for the product.  As to which one is "definitively better", Rob's "At Sword's Point" or my "Converted Dueling Styles," that's something I leave to the individual to decide.  If a table wants to mix and match, pulling Duelist styles from both files, then have at it.

So, there's the story on the how and why regarding the creation and sharing of this little project of mine.  I hope you find it useful, and that the Duelist style bonuses I've created don't prove to be more powerful than I anticipated.

As for the latest PotC flick... yeah, I think I'll wind up waiting for it to hit Netflix.  The trailers did little to make me want to see the film, and as much as I've enjoyed seeing Johnny Depp's performance as Captain Jack Sparrow, I think the character has worn out his welcome for me.

May 4, 2017

It's a Resistance, right? And May the 4th Be With You!

Firstly, happy Star Wars Day to my fellow Star Wars geeks.

Setting this up ahead of time to post, as my own plans to celebrate the day consist of a Star Wars movie marathon several friends at the recently finished home theater of one of our cadre, with pizza, popcorn, and soda a plenty.  Which in retrospect will mean having to face the Revenge of the Fifth, but it'll be worth it.

Since we'll be kicking off said mini-marathon with Rogue One and ending with The Force Awakens, I got the notion to post a collection of heroes that combine elements of those two movies.  Built using FFG's Age of Rebellion (as well as including elements from Edge of the Empire), these characters are akin to the crew of Rogue One in that they are a special ops type of group comprised of a variety of different character types.  However, rather than fighting the tyranny of the Galactic Empire, they instead are members of the Resistance, working against the First Order in an effort to prevent the galaxy from once again being engulfed in the flames of war, mostly following leads on trying to uncover what the First Order's plans are.

For each of these characters, I built them with an additional +25XP as well as an extra 1500 credits.  I've come to find that having that extra XP lets me better fine-tune a character concept while still keeping them at the lower end of the power level, and the extra credits means that these characters are sure to have the bare minimum of the various toys they'd need to fit their concept.  I also deliberately tried out different species, career, and specialization combinations that I otherwise would probably have never considered playing. I had used a few of these characters as alternate pre-gens for the Discovery on Jakku, the introductory adventure from The Force Awakens Beginner Box.  And for the most part, they worked out pretty good, most of them able to accomplish their intended roles, though sadly some poor dice luck at the worst possible time ruined a couple moments that would have otherwise allowed certain characters to shine.  There were a couple tweaks needed here and there, but overall I think each of these characters is a solid build and as a group would work great for either a one-shot, be it a published module or an off-the-cuff adventure, or as the basis of a campaign; even with the extra starting XP and credits, there's still plenty of room for each of these characters to grow and develop.  And while their respective Duty and Motivations make reference to the Resistance and the First Order, it'd be a trivial matter to swap those to the Alliance and the Empire and drop one or all of these characters into the midst of Galactic Civil War.

So without further ado, here are a quintet of  Heroes of the Resistance...


Cyrin Ulyette, Mirialian Ace/Hotshot
By far the youngest member of the group, Cyrin is the team pilot and mechanic, able to put most any starship through its paces and pull off hi-speed maneuvers that leave other pilots in her wake.

Dewwarra, Wookiee Soldier/Trailblazer
Still considered to be an inexperienced youth among his people, Dewwarra has quite a lot of first-hand experience in surviving a number of inhospitable places, and making sure that his allies survive them as well.

Inder Skirata, Mandalorian Spy/Infiltrator
Certainly not fighting the typical image of an armor-clad Mando warrior, Inder is something of an outcast from Clan Skirata, reliant more upon stealth to win the day, though he's not adverse to using brutal methods if that's what's called for.

Jhyo Bendaki, Twi'lek Commander/Figurehead
The nephew of a Rebel Alliance agent from the days of the Galactic Civil War, Jhyo has put his own spin on being in charge of this rag-tag little group, employing a mix of charm, confidence, playful insincerity, and bold words to keep his team motivated and ensure success.

RA-F1T5, Droid Diplomat/Analyst
Referred to as "Fitz" given the droid's reaction to some of the more out there antics of the other team members, this RA-7 protocol droid might be ill-suited to "aggressive task resolution" but he is quite adept at slicing data networks, and though not as fluent in multiple forms of communications as other protocol droids, his databanks are packed with a variety of information that can prove useful in most any situation.

As the group's starting resource for when I ran them through Discovery on Jakku, I gave them an extensively modified HWK-290 freighter, dubbed the Sly Flourish, which is also included.  She's a fast ship, quite maneuverable and packs a decent bit of firepower.  While she won't last very long in a straight-up fight, as a reconnaissance vessel the Sly Flourish does it's job very well, and is generally able to survive long enough to outrun most threats.

April 5, 2017

GamerNationCon 4 - Acheivement "A New Hope" Unlocked

Well, so much for plans of making regular updates...

It's been a couple days since I got back home from attending the fourth GamerNationCon down in Dallas, Texas, or as I prefer to think of it, the The True Best Four Days of Actual Gaming.  I'd posted on Facebook my initial thoughts back on Monday, but now that I've had a bit of time to recoup and consider, I thought I'd post more of why I intend to never miss this fun little con if I have any say in the matter.

Firstly, a big thinks to Phil "Darth GM" and his brother Andrew for being willing to split the cost of a rental car to help ensure that my buddy Eric and I would have a ride not only to and from the con site, but also a ride back to the airport come Monday morning rather than have to pay for a cab.  I can't fault Phil for "going Rogue" and taking a Nissan Rogue as his vehicle for a con that had a strong (or just stronger than usual) Star Wars theme.

The Wednesday before the convention is fun in and of itself.  Not only did I get some really good barbecue at an old-style BBQ pit joint, but got to catch up with friends that I'd not seen since last year, on top of getting to chat a bit with Guest of Honor Katrina Ostrander (aka Kat).  After dinner, spent some time in the hotel lobby chatting with Jim, Isaac, and Will about ideas for some new character types for Feng Shui 2, namely a Trick Shooter archetype that's less John Wu two-gun flash and more precision shooting with a sidearm; I'm looking forward to seeing the final product once they get it finalized.  Seems they also really liked the ideas I put forth for a "Drunken Boxer" move set for the Martial Artist, as I believe Jim is actually playing that character in a campaign that Isaac is running.

Okay, so one RPG setting that I very much like but rarely get a chance to play in is that of Legend of the Five Rings, formerly published by AEG but now under the stewardship of FFG.  A couple GenCons ago, I was pleased to find that Kat was herself a huge fan of the game and setting (on top of being a major anime fan), and she seemed quite intrigued at my suggestion of checking out at least the first of the live-action Rurouni Kenshin movies (it's really good, and ties the disparate plots of the first several manga volumes together in an enjoyable and surprisingly coherent manner, on top of the casting for most of the characters being spot-on, especially Kenshin).  Sadly, I didn't have an opportunity to register for either of the two L5R events she was running at the con, but fortune favored this mortal man and I was able to hop into her Thursday session.  I mush admit, I loved her method of allowing the players to create characters as part of the introduction to the game, where in I made a Kakita Bushi as part of a group of six that included a two shugenja (Kuni and Soshi), a courtier (Crane), a monk (Dragon), and a second bushi (Unicorn).  The adventure itself was more of an investigative affair, though there were a couple of scenes set up specifically for the bushi characters; I guess that Kat asking if anybody was making a duelist and her relief that I was doing so should have been a clue.  I'll say no more, as I might try running this myself and I don't want to spoil anything for my friends that read this who themselves may wind up being players.

A bit more on Kat's method of quick-building PCs, which she liberally borrowed from Apocalypse World (I may need to check that out).  She did a similar thing for her Star Wars sessions, one of which my long-time friend Linda got to play in, and she liked the concept as well.  I have to admit it's pretty inventive, and not only does it give the player a bit more investment in the character as it's one that they've made (even if the selections available are a bit limited by necessity) but it means the GM doesn't have to work as much to fill up a four hour time slot.  I'd asked Kat if she could e-mail a copy of the different character folios that she put together, one so that I could see all the different options, but also so that I could make use of them for running L5R games myself, as it'd save time that I'd have to spend creating pre-gens.

Also on Thursday I got to do a "slot zero" pick-up of my 7th Sea Second Edition adventure "An Idol Venture," which is an expansion/update of my initial 7th Sea mini-adventure "An Idol Pursuit."  Apparently it wasn't quite expanded enough, as the players completed the adventure in a little over three hours.  I suppose I could bolster up the combat sequences, as the PCs were generally able to crush them in a single round.  The players generally had fun, though sadly I think Isaac was a bit brain-fried from having stayed up to stupid o'clock in the morning the night before, as he had a hard time wrapping his head around how 7th Sea 2e handles approaches and combat sequences, which to be fair may have also been a bit my fault as well.  Still, the players had fun, even if one of them did seem determined to keep the spotlight securely on him at all times instead of letting other players have their turn to be awesome.  One of my players was Kat Ostrander, and was glad that she enjoyed the adventure, even if a few things from how I did things in the adventure through her (at least according to a Facebook post of hers).

Friday got off to a bit of a quieter start.  I made the walk with my long-time friend Linda over to Madness Games and Comics, which to be frank is less of a gaming store and more of a gaming mall, given the sheer size of the place and the volume of products for sale.  I wound picking up a pack of 10-sided dice so that I'd have a set for my own use while being able to share a set at the table for further 7th Sea sessions.  I was hoping to find a red-and-white set (colors of the Hare Clan from L5R), but settled on a gold and white set instead, as well as grabbing a couple of new shirts for myself and an Animal-themed shirt that said "Party Animal" for Linda's daughter Ari.  Then it was a walk back so that I could run my Star Wars adventure "Taris City Rumble."  I had tried to run a version of it at last year's GNC, but to no avail, so this year I preregistered it and wound up with a full table.  I'd made a number of changes from the initial version, including totally revamping the PCs, and I think it worked out for the best.  The table had fun, with an older gentleman really getting into character as the exiled Tapani noble, though I did wind up largely improvising the final leg of the module due to the players taking a rather unexpected approach to things, but it wound up being a fast-paced and suitably frantic scene with one of the PCs getting dropped and the half of the group who weren't spec'd out for combat taking on the NPC that was the major combat threat.  They did a pretty good job of holding said threat at bay until the Jedi character was able to leap in and blind the adversary with a rake of their lightsaber through the eyes with a critical injury that pretty much took it out of the fight.  The denouement at the end had the PCs sweating a bit, given the nature of who they had to interact with at the adventure's conclusion, which was fun.  Again, the players had fun, so I'd call that winning.  Still, it wound up running over, but I'm not sure if there's anything I could really trim from it without putting the party on rails, something I prefer to avoid doing if at all possible.

After that, I played in a Star Wars pick-up game run by Linda, her "Little Girl Lost" adventure which was based off an adventure she ran for the Skype group we're both part of.  Sadly, I think she overestimated the capability of the pre-gens she offered, most of whom were pretty much starting PCs in terms of XP and gear, as the challenges were a whole lot tougher than they really should of been, with Hard difficulty checks being handed out like candy, especially in the early going.  She did say that she spent some time talking with Keith Kappel, prolific freelance writer for FFG about things she did wrong and things that could be improved.  Given how much she doubts her ability to GM games, I give her a mountain of credit for being willing and able to GM for a group that was almost entirely comprised of strangers.

And to cap off the Friday night, I played in another pick-up game, this one being a D&D 5e adventure run by Brev Tanner.  I'm pretty good at improve as a GM, but I usually prefer to have some sort of outline written up ahead of time, but I was impressed at Brev for pretty much running the entire adventure by the seat of his pants.  He did use a quintet of pre-gens, with my playing a High Elf Monk (personally there's a few things I'd have done differently with the character, but I tend to feel that way about most pre-gens, and I'm sure there are folks that feel the same with the pre-gens I make; nature of the beast I suppose).  The adventure was a lot of fun, even if there were some things that were just plain wrong occurring, but kudos again to Brev for the different voices employed for various NPCs we encountered and interacted with.  I probably stayed up way too late, but it was worth it.

Saturday started with not enough sleep, but I managed to get in a brief session of Red Dragon Inn.  Normally I'm not much for board games, but I had some time to kill and the Whitson family were looking for another player to join them and Kat, and it was indeed fun.  Sadly, we had to cut the game short so that we could all attend Kat Ostrander's panel.  It was cool to get more of an insight into how she does her game prep, writes adventures, and the contrast of players who favor crunch-heavy RPGs as compared to those who prefer rules-lighter narrative-heavy RPGs and the contrast of what each camp sees as "winning" the game.  Personally, I'm of the camp that "winning" in an RPG means that every player in the game had fun, and it would seem the majority of the Gamer Nation is of a similar mind set.

After the panel, I got into yet another pick-up game, this time a Dresden Files RPG set in Las Vegas run by long-time d20 Radio alumni Tim Rayburn, formerly of the Radio Free Hommlet (who?) D&D 4e podcast.  Tim ran our group through character creation for a group that apart from myself and his wife Kate had never even seen Fate before.  It was a really fun adventure, and I had to chuckle at Tim remarking that the party (three of whom were investigators of some sort or another) were about to Greyhawk one particular scene.  I kind of feel like I took more of a lead than maybe I should have, but the other players didn't seem to mind, and it did help keep things moving, even if my PC did inadvertently stumble into a situation he really shouldn't have; it wasn't bad per se, just embarrassing.   Of course, this being set in the Dresdenverse and involving the Fae, the whole adventure revolved around a situation that could have been far more easily resolved by a couple of NPCs simply talking to each other instead of invoking an overly-complicated chain of events, which lead to my ending the session with the frustrated exclamation of "Fucking Faeries!" to the group's mutual laughter.

Saturday night's gaming wrapped up with my running a second 7th Sea 2e adventure, this one called "Once Upon a Harvest Moon."  The adventure was initially run as a one-shot for my Skype group for when our regularly scheduled game had to be put on hold due to a couple players not being available, and was itself based upon the adventure module "Lady of the Apples" for the Shadow of the Demon Lord RPG.  Set in Eisen, the adventure was generally dark and creepy, and thus slated for an evening time slot.  Overall, I think this session went a lot better than my Thursday session, with the chap that played the priest probably being the most memorable of the characters.  The one hiccup was that during the final scene, one of the players was paying more attention to her phone (trying to order food), which certainly aggravated me but I simply dealt with it.  I am seriously considering instituting a "no phones unless you're using it as a dice roller" policy at any further games I run.  I'm going to give the adventure write-up one more look-through, and then will probably post it here to the blog.

While I didn't get to play in any of Phil's sessions of his much-acclaimed Fallout module (based off FFG's Star Wars system), I did get to listen in on the tail end of his Saturday night pick-up, of which most of the players were varying degrees of inebriated, as was the GM, and I'm certain that made things lively.  While waiting for Phil to sober up enough to be in good enough shape to drive, I did get to converse a bit with a few different folks at the con, so it wasn't like I was hanging around bored.  Still, I wonder if I should have taken Linda up on the offer of a lift back to the con so that I wouldn't have another night of minimal sleep.  I did still manage to adhere to the 4-2-1 rule (4 hours' sleep, 2 full meals, 1 shower), so it's all good.

Finally we rolled into Sunday.  Apart from a last minute session of Artemis, I really didn't do all that much gaming, due to being a little out of it as well as wanting to put a few different RPG adventure ideas for next year's GamerNationCon onto paper.  I did stop over to where Kat was running her final L5R session, and for some reason to do a fairly decent impression of Samurai Jack's Aku, bellowing "Foolish samurai!"  One of the players rolled with it, and I'm not sure if Kat was more amused or annoyed; I'm going to lean towards the later as she wasn't feeling quite so hot after drinking as much as she had during Phil's Fallout module and Aku's voice doesn't exactly lend itself towards subtlety.

After the con ended was the auction, and the only item that I wanted (a pretty cool dice tower in the theme of a Death Star laser turret) went to somebody else, so I walked away with nothing.  Ah well, but at least Linda got herself a copy of the Endless Vigil sourcebook.

The con itself pretty much wrapped up with what I've taken to calling the "dead dog dinner," largely as we're all dead-tired, yet doggedly trying to keep the fun going as we have one final group dinner.  There was a bit of a hiccup, as the Italian place that Dave originally chose turned out to have been recently closed for business, causing a relocation to a different Italian place.  I joked to Dave that what had happened is that when he made his Foresee power check, he'd rolled straight dark side, with Dave laughingly adding that he also rolled a Despair.  If you're not familiar with those terms, they're to do with FFG Star Wars.  Still, it was a good dinner, and I got to spend a good chunk of time with the Whitsons before we parted ways.

Monday was the flight back, and apart from getting to the airport quite early (necessary due to Dallas morning traffic) the trip back was without incident.  No delays, no missed connecting flights, no misplaced luggage.  As I joked with Phil on Facebook, it was probably an April Fool's Joke by the forces that be in order to lull us into a false sense of security about future flights.

So yes, GamerNationCon IV was a rousing success, and I'm already looking forward to next year, to GamerNationCon V: The Order of the Gamers.  Got at least four adventure ideas that have a magic/mystical theme to them, with systems picked out for three of them (SWFFG, 7th Sea 2e, and Dresden Files Accelerated), which is probably where I should stop as I want to be sure that I've got enough time to play games; some folks might enjoy spending the entire con GM'ing, but I enjoy being a player as well.