I attended Gamehole Con in Madison, Wisconsin, for the first time in 2018, where I got to hang out and play a few board games with my friends, such as My Little Scythe.
Additionally, I was able to playtest several games which I have in development. See below:
Friday, 1-4PM – Dark Well: Ground Zero
The game began with an overview of related genres and influences, and introducing the four players to the eerie world of Dark Well. This was the first time that I had tested the diceless / random token-based system.
Friday, 7-10PM – Armageddon Accelerated: Miami Viceroy
The game began with an overview of the setting and with Fate Accelerated. Two had experience with Fate Accelerated; one had familiarity; one had none, but had just purchased Fate Dice.
Saturday, 1-4PM – Blood & Violence: The Road Not Taken
The game began with an overview of influences and the concept of magical realism at the heart of the game with the four players.
Saturday, 7-10PM – NightMirror: Walking Over Our Graves
The game began with an overview of the genre of gothic horror and influences with the five players.
Sunday, 1-4PM – Games on Demand Indie Grab Bag
I had table tents for six games for the four players to choose from: Armageddon Accelerated, Blood & Violence, Dark Well, NightMirror, Space Station Omega, and Vigilance. The group selected Space Station Omega (SSO).
Setup: The players leaned heavily into their love for The Expanse and we built an exciting story involving space miners, a space religion, and an Earth-centric military power, with a mafia-like sub-organization and in-laws generated from the character relationships.
Story: There were a number of nice character moments in between the larger scenes and actions. Ultimately, all major factions put aside their differences, coming together and locating the terrorist cell. The game closed in a wonderful final scene the characters all contributed to dealing with the threat in their own way.
System: SSO is currently somewhere between Cortex Plus and Cortex Prime. The goal is to embrace Cortex Prime once it is more done and then tweak for the needs of the game. The creation of our Space and Station continues to really get the players excited and invested in the game. We made heavy use of complications and opportunities generated, and mostly used simple actions.