Well... that was a fun weekend. Back at work after three days of gaming at Ghengis Con in Denver, and it was a blast. Checked out some sweet board games on Friday, including a cool indie title called Police Precinct from Commonman Games. I didn't get to play it, due to demo-ing GC Racer, but it looked like fun, and the bling around his table, including police lights and crime scene tape, gave me great ideas for drawing interest to my game next time. (Who wants to dress in the gravpilot suit next time?)
On Saturday we played in two different RPG sessions, Savage Worlds / Agents of Oblivion, and Pathfinder / Citadel of Flames. The first was very cool, thanks largely to Jeremy, our excellent GM. For those unfamiliar with the setting, you're basically secret government agents dealing with the supernatural and future-tech issues that lie beneath modern society.
I played an ex-Spetsnaz soldier in a group sent to investigate strange time disturbances. Without going into the details, we did all the great spy stuff, travelling from the jungles of North Vietnam, to Paris, Monte Carlo and Britain. We battled robotic thugs, had clandestine meetings with quirky double agents and played baccarat with high rollers while sipping shaken martinis. Even taking into account all my horrible rolls, I had a great time.
Our Pathfinder session was less stellar, but some fun was still had playing an honor-bound samurai named Hayato. Nothing happened in this game to make me re-fall in love with D20, but that likely had as much to do with the DM as the system.
Played more board games, like Dungeon Lord and Goblins Inc., checked out some well painted minis and of course got in a few more demo playtests of Gravcraft Racer, including a game with a great kid named Miles, who turned into a rabid dog when I sent a rocket his way, and literally spent the rest of the game determined to destroy my craft! It was GREAT! Thanks Miles! I enjoyed seeing anyone get that into my game, even if it meant crashing and burning.
I got lots of great feedback, made some small tweaks to the system that may become permanent after a little more playtesting, and in general had a great time demo-ing. Thanks to everyone who played, and if you happen to read this, I'd love to get some online feedback.
Also wanted to give a quick shout-out to Michael at Clay Crucible games, Joel at Omni Miniatures and the folks who produced Cave Evil. All great indie games I checked out and talked with this weekend.
Gravcraft-wise. Everyone seemed to have fun. The main tip I came away with was MORE DAMAGE. That said, the later games we implemented a system that did damage to systems and weapons. I think it turned out nicely, but more testing will need to be done to be sure.
Anyway, that's the basics. Back to the grind. Thanks for reading along.