Showing posts with label twin cities. Show all posts
Showing posts with label twin cities. Show all posts

Friday, January 8, 2016

Sign up for Saturday Night Space Opera games at Con of the North!


I'd posted this on the SNSO site, but totally forgot to make sure to post it here--go check out the full list of Saturday Night Space Opera Games we'll be running next month! I've posted a list of all the games, complete with descriptions, GMs, dates, and times.

I think online registration is closed, but you can still register onsite. And there's TONS of other tabletop RPGs, board games and card games. The Twin Cities has an embarrassment of riches when it comes to capable GMs and games for every taste. It really is a blast and if you live within driving distance you should come join us!

Details, including hotel and parking info at Con of the North's official site.

Wednesday, September 25, 2013

Clandestinauts comic is coming to a close

Minneapolis-based comic artist and dungeoneering raconteur Tim Sievert announced earlier this week that his beloved Clandestinauts web comic would be wrapping up this week. If you've not read it, or it's predecessor The Intrepideers mini comic (which I believe was only in print) you're in for a treat. Update: I was able to track down Intrepideers online, thanks mwschmeer!

Clandestinauts is about as wild, wooly, weird, and bawdy as it gets when it comes to killing monsters and taking their stuff. It began as a tale of made-up adventures using the PCs from his circle of friends' D&D group.

I've crossed paths with Tim over the last several years and picked up the print copies when available. Tim's truly a great guy and one of the most original young illustrators working in indie comics today. I'm excited for him to be finishing an epic adventure that's run since 2010.

I'm also looking forward to his upcoming project (which I can't recall if he's made widely public yet, but you likely could figure it out if you visit his website). It's been another labor of love, years in the making and all I can say is bring it on Tim!

Stop by his site and get caught up for the big finale which is coming this Thursday!

Post also posted to Spellcard.

Friday, May 17, 2013

To do this weekend: SpringCon!


The first of the Twin Cities' seasonal comic conventions is this weekend at the Minnesota State Fairgrounds. I'll be there to meet up with friends and--of course--score some comics and maybe even some commission art. Here's the creator/writer/artist list. If you're in town, hope you can make it!


SpringCon Comic Convention
Saturday, May 18 & Sunday, May 19

Monday, May 13, 2013

Space Opera movie cheese

Looks like one of my favorite cheesy sci-fi flicks of the 70s is coming to the Trylon Microcinema (the tiny local theater in Minneapolis that I love!). Starcrash (1978) starring the incomparable Caroline Munro and The Hoff will be screened next Wednesday!

I already own the flick on DVD, but seeing it with like-minded geeks on a big screen will be a hoot. For those unaware, the film was an Italian production, shot in English on a shoestring budget--one of many space flicks rushed into production after the runaway success of a much more successful space fantasy.

I'm not certain which of it's failings won my love--a nearly incomprehensible plot, perplexing and hilariously overdubbed dialogue, and a fair amount of Harryhausen-esque (but not as good) special effects--but it hits on all cylinders of wackiness.

On a related note, I picked up a copy of Message From Space from Shout Factory (another Star Wars riff in '78, this time from the Land of the Rising Sun). That film is equally ridiculous, in many of the same ways, but with better art direction and the spaceship designs had more whiz-bang. This new version also has some (modest) behind-the-scenes extras that didn't appear on the old import version.

The old version was tragically mislocated in our move last year--foul play IS suspected. When the new version arrived on our doorstep a few weeks ago, I cracked it open while the wife was out, and had a blast watching Sonny Chiba take on Kabuki Vader and his mother who looks like she might have inspired that space witch from Voltron. It is not to be missed!


Curating a Sci-Crapfest!
One of my dreams (sadly) is to see a celebration of these cheesy classics. I'd long pined for the Trylon to do a series on second-string Star Wars (treating them as a genre unto themselves). It'd also be a good excuse to get a few local artists I know to do up some new posters for each film. Had I had the chance to curate (ahem) a film series, here are my official selections:
  • Starcrash - Post-screening discussion: careers of Munro, The Hoff, Roger Corman and Harryhausen's influence over off-brand sci-fi, international SW knock-offs are first to arrive.
  • Message From Space - Post-screening discussion: careers of Vic Morrow and Sonny Chiba, reciprocal Japanese/American sci-fi influences and overlap.
  • Battle Beyond the Stars - Post-screening discussion: John Boy and Hannibal in Space! Robert Vaughn replays himself? Final discussion on Japanese/American sci-fi culture feedback loop continues.
  • Ice Pirates - Post-screening discussion: career of Robert Urich, why the film is so underrated as satire of genre, that funky time travel scene at the end.
While they didn't quite get that full concept, I still get to see some beloved space cheese light up the screen. Can't complain about that!

Starcrash at the Trylon
7:00 p.m., Wednesday, May 22

 On Amazon:
Bonus: Did you know that Wikipedia has a page just for space pirates?

Monday, February 18, 2013

Con of the North: X-plorers Play Report!


I ran my FIRST EVER con game Saturday night at Con of the North and (I think) it went really well. But, I'm not taking credit for running a great game--I'd say it was great because I was fortunate to a group of players who were:
  1. Allowing of my naive, baby-deer-learning-to-walk referee skills, and-- 
  2. They were really good roleplayers. I had a full table too--six of six players showed! 
John Till from Fate SF was the first to arrive and we chatted a bit beforehand. He did much to bolster my confidence. I ran the X-plorers Box Set (Limited Edition) rules, sans the corporations-in-space setting. I also threw out quite a bit of the regular rules (Basic Hit Bonuses and the four-phase space combat rules) just to make things go faster (we only had two hours!). The game ran from 8:00 pm to 10:00 pm, which was perfect for a wooly, space adventure. For some players, this was the last game of the day. Now on to the highlights as best I can recall.... 

Note: In a completely boneheaded move, I forgot to take actual game-play photos. So here's a few images from the campaign...

Character Generation Made Easier
Right now is also a good time to thank John Adams for creating X-plorers Players Guide pamplets because those TOTALLY saved my bacon. Character generation goes a lot quicker with a bunch of these and some pre-printed character sheets handed out at the table. They rolled up 2 scouts, 2 scientists, and 2 soldiers. I had them roll 4d6 and throw out the lowest. I think John had one attribute with a 4! By in large, I think the PCs ended up overpowered on skills, mostly because I let them...but then I threw a LOT of adversaries at them, so it evened out in the end.

Nicodemus Hasselfury!
Return...or Revenge?
Not wanting to repeat my earlier adventure, I ran a new one that I'd dashed off mostly Saturday morning (the day of!) having had the rough outline in my head for barely a day before that. Basically, it was "Return to the Forbidden Planet," but since Altair IV went ka-blewie at the end of that movie, I assumed the Krell had been a spacefaring race and made another base on Aquailae Gamma. So I called it "Revenge of the Forbidden World." That all made for some confusing backstory--but, on the upside it didn't matter once the group got into some action encounters.

The Black Rider (like this--but, er, black...)
One thing I didn't change too much from the previous game I ran was having the PCs wake up from cryo-stasis aboard an already enroute ship, The Black Rider. That trope seems to work well in moving things along. The ship's butlerbot, JV-3Z, or "Jeeves," tells the PCs they've been selected from the infantry inventory (grown and stored in a giant underground warehouse on Earth) for a black ops mission. Handpicked by Captain Nicodemus Hasslefury himself!

Stiletto fighter
Hasselfury turns out to be useless to them--disappearing whenever things get rough and the boys had their hands full. Having just woke up from cryo, the proximity alarm went off and they ended up fighting off two wings of Drukhar starfighters (single-pilot, Stiletto-type, 6 total). 

After hailing and bluffing failed (they had to at least try to keep their cover) they engaged, and took out, half the enemy ships (the others bugged out). 

Arrival on Aquailae Gamma
Recon, Intel, Telemetry Automaton (RITA)
After landing, Hasselfury, true to his nature, punked out and stayed behind on the ship for repairs while the grunts took to seeking out the MacGuffin--a psionic amplifier capable of weaponizing the user's own consciousness into a--we'll get to that in a second. 

Jeeves stayed behind with Hasselfury to work on the ship, but they did take another robot companion with, RITA (Reconaissance, Intelligence, and Telemetry Automaton). She's got one up on RIGB-E from the last game in that she's armed and she can hover over rough terrain (something with which RIGB-E has a lot of difficulty). 

The ship was already low on supplies (thanks to an in-flight encounter when the crew was in cryo), so the heaviest weapons available were a few laser rifles.

Hasslefury dug out something special for each party member: a small stim capsule (a fluid stimulant/mutagenic agent delivered via chapstick-sized capsule with hypo-needle). He ordered them not to use them unless they really needed them. Then everyone "turned the capsules over to read the label" (rolled 1d6) and this is what they were given:

MUTAGEN STIM (1d6)
  1. Extra arm (extra attack)
  2. Tail with bony mace at the end (extra melee attack)
  3. High Kicks (kangroo legs - double movement)
  4. Quils (fire 1d6+1 poison tipped)
  5. Space Yeti!
  6. No effect, dud
The rolls went: one tail, a couple a' extra arm stims, and not one but THREE SPACE YETI stims! I really had no clue how I was going to make that work.

Flashback to Saturday afternoon: while eating a terrible turkey sandwich in the hotel restaurant (should have known better!), I thought I should include something that could turn out to be completely up-ending for both me and the players. It would give them the chance to ham things up and me the opportunity to roll with their ideas. So with hours to go, I added it in.

It worked TOO WELL. More on that later.

Doom Squad Warriors

Using her sensors, RITA pinpointed the Krell compound where the weapon was located--and a Doom Squad of Drukhar warriors behind a nearby bluff. The bogies that fled the space battle had already alerted their companions on-planet, who were now on the lookout for Hasselfury's squad. 

And from the frying pan into the fire, they stumbled on to a pride of Aquilan Land-Mantas. Basically bed-sized manta-crabs with stinger-armed tails. 

My strategy was to get them to split their offensive, which they did eventually, but to their credit they handled it well. A well-aimed shot took out one of the mantas. But in its death cry--it shrieked and alerted the Doom Squad--blowing the party's position.

This encounter was likely the hardest for me as a more novice GM--not knowing how long to let the encounter last, while still remembering that they had a lot of plot-relevant stuff to get to. So I let the mantas retreat so the PCs could focus their firepower on one enemy. I don't think I'd do it again, but I was keen on them getting to, at least, the big baddie stage of the game. There was plenty of laserfire to come and nobody seemed to even notice.

Every Yeti for Himself
Space Yetis!
For some reason, about this time, one of the scientists in a rush to--I don't know what--make something happen (?)  STABBED A TEAMMATE WITH HIS MUTAGEN STIM! That guy grew a tail. Instantaneously.

The next round the same "mad" scientist (there's always one!) decided he needed to have more armor and tried to pry the controls to RITA away from the other scientist, so he could get his hands on a fallen Drukhar warrior's combat suit. RITA, operates mainly under single-operator remote control and she's got two hip-mounted, quick-shot lasers, but she's meant to be more of floating tricorder and my way of giving the PCs important info. 

With the two science officers now in fisticuffs over the controls, the rogue scientist won out and used RITA to loot a downed enemy of his armored suit. RITA managed to survive this ill-conceived row. The other scientist, understandably anxious at this point, took matters into his own hands and stuck himself with his Space Yeti mutagen. I was certain this would escalate, but to his immense credit, he ran into the compound instead to secure the Krell weapon--which triggered the final phase of the game. 

Lord Zathar of the Drukhar Empire
Now that the PCs were entering the base, the Drukhar's commander, Lord Zathar--wielding a sonic sword and leading a second squad--made an appearance. He'd arrived to reinforce the Doom Squad that the PCs had cut through (a little too easily for my tastes, BTW).

As it turned out, a lucky roll and fate intervened. One of the soldiers got off a shot with his laser rifle and winged the evil warlord quite severely (note to self: that dude's AC needs adjustment). Seeing imminent defeat, Zathar called for a full retreat of his forces--but not before leaving a present behind for the heroes.

Zathar had been on the planet long enough to play with the Krell weapon before the PCs arrived. Through an amulet slung around his neck, activated a giant energy wraith, containing his angry subconscious--our heroes now trapped by it in a narrow hallway inside the compound. 

Giant Energy Wraith, a psionic/electrical monstrosity!

You can't make this $h!t up!
Miraculously, they were able to hold off the creature while they looked for the power feed (it was energized a la wireless Tesla power).  The luckiest roll in the game arrived just in time to save one lucky bastard (one of the scouts) who took a full-frontal electric blast and SURVIVED his saving throw with a NATURAL 20. The only explanation was that the blast was somehow grounded. He was reduced to zero HP, but he lived to fight another day. Once they cut the power, the wraith winked out of existence like a cathode ray tube television signal.

X-plorers Players Guides make for great freebies!
XP You Can Take to the Bank
With the heavies vanquished and Krell tech intact, Hasselfury shows up just in time (natch) to pick up the boys. They've saved the galaxy from a Drukhar superweapon and survived! From the beginning I wanted to reward great roleplaying (with moxie and flourish) handsomely with XP, and they walked away richly compensated. I let all the players keep the players guides, plus a colorful, golf ball-sized 1d20 they got to use during the game. 

So how did I do?
Well, I'm positive I played too fast and too loose with the rules (I will be re-re-re-reading the space combat rules, ASAP), but everyone were great sports and just went with it. My overly ambitious adventure seemed to be a crowd pleaser. A few said it "went really fast" which is exactly the opposite feeling I had--probably because I constantly felt the need to keep things clipping along. (Is it normal to feel exhausted afterwards?) But thanks to fantastic players who were willing to just go with the flow, they really did seem to enjoy themselves--can't ask for better than that.

If I get to run this as a campaign, I'm interested in using the new classes I'm working on (and other surprises) in the full-fledged Rad Astra setting.  I've got contact info from some of the guys and I'm seriously considering starting a regular X-plorers game at the Source.

And there's room left to continue with Zathar's end-of-the-game getaway. Alas, we've not seen the last of him--he will have a major role in the overall saga of the Rad Astra space opera...


I have one more post to do on my con experience (mainly another game I played) so stay tuned!

Monday, February 11, 2013

X-plorers still set for Con of the North

Con of the North is this weekend! I'm super excited, but also nervous at running a game at a con. I've been working up monsters, aliens, encounters, and more to get ready. It'll be in the Rad Astra setting* using the X-plorers rules. I'll have several copies of the players guide portion of the manual for people to use, and they'll get to keep it as well--plus a few other surprises!

Oh, and I'll definitely be taking advantage of "GM's perogative" in playing loose with said rules. I'm planning to devote more energy to making it fun than rules lawyering.


When? Where?
It looks like the game is set for Saturday from 8pm- 10pm. It's at the Holiday Inn St. Paul East--no word on what room yet. It's a short session, but I'm kind of glad about that. I think I can pack in about 2 big encounters, along with a decent amount of time to introduce the game to players and roll up PCs.

I don't see it listed on the Con of the North site yet, but I have a request in about that. Hopefully, they'll either get it up online or there is some sort of insert put into the programs at the con. As soon as I have more info, I'll post it.

Come out and play!
If you're thinking of going, you can still register on-site. I hope to meet some local gamers and have a blast!


*We'll be using standard X-plorers classes, but will have some Rad Astra-y skills from which to choose.

Thursday, December 20, 2012

Con of the North: Here come the Exonauts!

WELP, I REGISTERED. I'm all signed up for Con of the North, the big gaming shindig that takes place in the Twin Cities after we've all become sick of snow, the cold, and the indoors!

I'm excited, having never attended since it's been ages since I've had a chance to do some serious gamin'. Oh, and like a big dummy I went and sent a proposal to RUN A GAME. I've got no idea if it will be accepted or how this works. So we'll see I guess.

This is all only slightly terrifying as I've not run a game in a LONG TIME. I'm hoping I can get a few practice games before then.

It'll be X-plorers, since that's rules light and I can tweak the hell out of it. To make things even harder on myself, I'll run a one-shot adventure in the RAD ASTRA setting. If I'm going to go in--it's gotta be all in! I had to write a description for the listing (most listings are, thankfully, quite short) and I've not yet cobbled said adventure together--so I just gave a flavor for the source material:
RAD ASTRA: Far-out, Exploitation-style Space Opera
Take a rules-light sci-fi game and pack it with plenty of "spaghetti" space opera from the 60s, 70s, and 80s and you've got the makings of RAD ASTRA. You're part of a group of galactic troubleshooters--think: A-Team with rayguns, space yeti sidekicks, and sharp-shooting robots riding around in the Eagle-1 and taking down maniacal caped weirdos! 
So, sound like a game you'd be interested in?


Pertinent details:

  • Register for Con of the North before Jan. 5 ($25 for the weekend) or pay more at the door ($37 for the same duration). Single day tickets are also offered.
  • Con of the North - February 15-17 (Friday-Sunday) at the Holiday Inn in East St. Paul, MN

Friday, October 12, 2012

VICTORY at my FLGS: Pulp sci-fi returns!

So about month or so ago I started pestering my friendly local game store, The Source: Comics and Games to pick up X-plorers. To be fair, it was seemingly pre-destined to arrive there since they were already receiving shipments from the same distributor that Brave Halfling (the publisher) uses.

So while the game was on it's way, they didn't really have any retro-lookin' pulpy, science fiction minis to go with it, save for--literally a handfull--of Reaper minis that look like everything else TOO MODERN.

So I bugged them and bugged them and bugged them and bugged them and bugged them and bugged them bugged them and bugged them and professed my undying love and fandom and bugged them and bugged them and bugged and bugged them and sent them flowers and bugged them and bugged them and bugged them and....sent an email to the owner....aaaaaand...

LO and behold they set up an account with Hydra Miniatures so ANYONE in the Twin Cities (ostensibly running a retro-flavored sci-fi campaign) can pick up some of these bad boys (and girls.... and robots....and aliens....):














I've LONG pined for these guys to be available from a local retailer. So this is a really a dream come true in a sense. 

Now that there's more than one flavor of sci-fi mini available locally (as opposed to the hordes of Reaper minis taking over the walls at every game store in the area) this points to a very real possibility of me organizing an X-plorers campaign at the Source, hopefully before the end of the year.

Heck, I might even pick up a copy of War Rocket, their sci-fi spaceship combat game to supe-up the starship battles in X-plorers (which are quite light, quick, and easy, but don't include rules for things like ramming enemies, like WR does). 

If you live in the area and want these babies, check out Hydra's site and then give the Source a call and order. It'd be GREAT if they saw the potential behind this kind of game and started stocking the shelves with them!

P.S. All copies of X-plorers had sold out last week when I was there, but I'm told more are on the way. If that $12.95 is burning a hole in your space suit, order one direct from Brave Halfling.

All images are from Hydra Miniatures website. Show them some love and buy thousands of dollars of tiny space fleets and space Valkyries and live long and prosper!

Tuesday, May 15, 2012

Springcon 2012 at Minnesota State Fairgrounds this weekend

This weekend I'll make my way to the Grandstand at the Minnesota State Fairgrounds for Springcon -- one of two comicons held annually in the Twin Cities. The Midwest Comic Book Association does a nice job of organizing what's quickly grown from a small affair to a regional event in the last few years. Here's this year's panel schedule and guests.

I like to go and visit with artists and creators. Many of them are local and really great people. If they've got the time (and I get there early enough) I like to commission some work.

There's often a cadre of superhero cosplayers and some sort of "guest" vehicle. Years past have featured various Batmobiles (natch) as well as the Green Hornet's Black Beauty.

Can't wait!

Sunday, July 3, 2011

CONvergence Coverage: Costume Pics

I attended Convergence Sci-Fi and Fantasy convention here in the Twin Cities today, which had a rather steampunk theme (but there was a variety of themes present). I'm beat, but I thought I'd show a few pics I snapped of some costumed crusaders:




More later!

Thursday, June 30, 2011

Convergence Con in the Twin Cities This Weekend!

Man, I'm totally slipping! Somehow this one got by me--but there's still time: Convergence Con sci-fi/fantasy gaming/comic/local celebrity extravaganza is is going on this weekend. It started today and runs through Sunday, so if you're within driving distance set your booster to maximum power out and get out here! Stat block:
What: The four-day annual convention for fans of science fiction and fantasy, with celebrity guests, film screenings, live music, a masquerade ball and themed party rooms
When: Thu.-Sun 6/30-7/3
Where: Sheraton Bloomington Hotel, 7800 Normandale Blvd., Bloomington
Registration: $80
Web: www.convergence-con.org


Event Programming
In addition to the usual (artist alley, gaming, nerd movies, silent auctions, costume contests) the program schedule includes some real gems like "I'm Your GM, Not Your Therapist" and "Elaborate Death Traps and Why They Never Work" so you know you're definitely getting your money's worth.


More Info
Local zine Vita.MN did a great article about local musician Jeremy Messersmith's D&D game. They also did a nice de-coding guide for newbies and non-nerds so you can just send it to your significant other without further explanation and they'll instantly speak your lingo/encourage you to attend. (Kidding! Like that would be possible....).

Anyway, my birthday is tomorrow so I'll check it out this weekend as a present to myself.  :)

Tuesday, June 28, 2011

Less than 3 Days Left to Help Kickstart Technoir: Expandable, Moody Sci-fi RPG

THIS is cool. "THIS" being Technoir, a "high-tech hard-boiled" science fiction RPG by Twin Cities RPG designer Jeremy Keller. Technoir is on Kickstarter at the moment, and you should go check it out. From the author:
Technoir is an RPG in which you play characters entrenched in the criminal underground of the near-future. These protagonists use illicit skills and high-tech gear to exploit opportunities in the hopes of escaping their desperate lives. It's the shady stories of hardboiled crime novels of yesterday set in the dystopian sci-fi cities of tomorrow.
One of great things about the game is that Keller is planning on rolling out "transmissions" which are like missions/adventures. the game has already surpassed funding goals and as an added bonus to backers on Kickstarter he's offering additional themes to tweak the setting to your taste. Check out the beta version on the Technoir official site.

I'd suggested SpinnerNoir--basically Technoir set in a Syd Mead/Blade Runner setting. Go vote for the suggested settings on his latest Kickstarter post.

Less Than 3 Days Left
If you're inclined to give Technoir a go, you've got a little less than 3 days to become a backer and support this phenomenal project. I'm a backer and I'm already thinking of upping by support level. It's great to see this kind of homebrew creativity right in my hometown!

Links:

Thursday, May 26, 2011

I Survived an "Attack of the Moon Zombies!"


Last night I had the thrill of attending the premiere of Twin Cities filmmaker Christopher Mihm's Attack of the Moon Zombies (AotMZ, hereafter) locally-made film. It's a throwback to the classic sci-fi flicks of the 50s and 60s and employs all the trappings of the era (glorious B/W, over-dramatized musical score, lovingly dopey visual effects and monsters, and of course--gloriously hamfisted acting!
The Heights' organist: pre-show entertainment!
Mihm's been at the homebrew filmmaking game for several years now and AotMZ marks his sixth entry in to the "Mihm-verse" (as he's dubbed it), his personal pantheon of original science fiction digital cinema. This is my second venture in the the Mihm-verse, my introduction began with Destination: Outer Space. This time I was sure to drag my wife and a friend along to experience what I'd been yapping about since last year.

I'll be honest-- I envy this guy! Every year he releases a new film he made with his friends, family, local thespians, and cinemaniacs and holds a "WORLD PREMIERE" at the historic Heights Theater in NE Minneapolis. The Heights is an old-fashioned (and well cared for) movie house with stage curtain and house organ intact (we were treated to a 30 minute performance prior to the show last night).

Laughing at--and with--films from another era
The film itself was preceded by old news reels, previews from horrendous/classic sci-fi films, and one of his older films. I won't go into a full review here (or spoil), but the plot centers around a claustrophobic moonbase "in the future" staffed by unwitting scientists who become "moon zombie" prey after discovering an alien plant hidden in a lunar cave (think John Carpenter's The Thing, but the moon stands in for Antarctica).

The brussel-sprout-headed undead aliens are the true stars of the film, lumbering towards our cowering heroes in spectacular Plan 9 From Outer Space fashion. The film uses well-worn movie cliches (i.e., camera freely gliding over a slow moving hand about to reveal a corpse-under-the-sheet surprise) to great effect. Short of some stilted dialogue in the beginning, the result is a hilarious and well-orchestrated send-up of sci-fi films and their audiences. It's as if you're participating in a live episode of Mystery Science Theater 3000. AotMZ, much like Mihm's other films, are a love-letter to cinematic cheddar played to the hilt.

Rubber and latex BEMs, deadly radiation, and silly subplots about marriage proposals, round out the the film's retro sci-fi caricature. Sprinkled throughout were nuggets of pop culture in-jokes (sci-fi and music mostly) that kept our little group laughing after the credits.

AotMZ boasts an impressive cast of thespians--most notably Mike Cook and Sid Korpi in standout performances as an avuncular senior scientist and a hard-nosed-moon-base-administrator-with-a-golden heart, respectively. Douglas Sidney and Shannon McDonough seem to relish their purposefully 2D portrayals as love interests/leads. Sidney punctuates every scene he's in with silent goony-faced expressions and McDonough is a twirling, sobbing, wreck of a woman straight out of a 50s soap opera acting class.

'Moon Zombies, a delicious treat
Seeing the film with his actors, crew, and loved ones must be a huge high for Mihm--as everyone bursts out into laughter, groans, and applauds along with the on-screen action. After we've all taken in the hilarity, he offers DVDs of the flick (all of them actually) for a few bucks along with posters, t-shirts, patches, and more. The literal icing on the cake: a a moon + zombie cake, cupcakes, and cookies. Filmmaker, cast, crew, and co-conspirators alike were of course on hand to meet the audience, sign autographs, and ladle thanks on fans for supporting what I'm glad is now a Twin Cities tradition.

In an age of over-produced, financially fire-hosed movies, it's an absolute delight to not only see independent/locally supported films, but also participate in an event that celebrates imagination, science fiction, and an unabashed love of the movie-going experience. I look forward to exploring new corners of the Mihm-verse next year!


Learn more:
Saint Euphoria Films (Mihm's production company)
Attack of the Moon Zombies info
Keep up with the Mihm-verse on Facebook

Friday, May 20, 2011

It's the End of the World and I Feel: Fine-VF 8.5

Sorry, that's a bad comic grading joke. Anyway, tomorrow is a big day! Not only is it the End of the World™, but it's also SpringCon here in the Twin Cities. I'll be there of course, geeking out with the rest of those left behind. In recent years I've spent more time chatting with the guest artists. To me, that's really the reason to go. If I buy stuff, it's usually a commission sketch.

Oh, and check out the End-of-it-All poll I posted on Gamma World War. Should be exciting!

Sunday, May 15, 2011

Gamma World Mega Event in the Twin Cities

My Friendly Local Gaming Store, Source Comics and Games, is holding a Gamma World shindig the first week in June. It will of course be the latest rendition of the rules based on the 4E D&D system. Given how much fun I had last time I played, I plan on attending.

It's not often that GW gets love here in St. Paul / Minneapolis, so I'm glad to spread the word.

Character creation has been set:
Saturday, June 4th from 12:00 PM to 6:00 PM
In the Source's gaming room

Here's a link to the event page with more info soon:

2011 Source Mega Summer RPG Event: GAMMA WORLD!

More Players Wanted / Welcome / GM's Needed!
Click the image to see official event page

More info posted by the Source:
UPDATE: Just got an email from one of the organizers saying there's a sign up sheet at The Source to play every night of the first week of June (except Wednesday and the following Saturday). A WEEK OF GAMMA WORLD!!!


Note: This is a re-post from the Gamma World War blog.

Saturday, February 26, 2011

Webcomic: KILL ALL MONSTERS!

What if Godzilla's family came over for dinner and never left? What would happen to humanity if they'd won the planet and we took runner-up in the food chain? Why we'd build giant robots to take the planet back! This is the premise of KILL ALL MONSTERS! a recently launched web comic set on a post-apocalyptic Earth, after the kaiju have divided and conquered us puny humans.

The creative team is made up of Twin Cities comic writer Michael May (who I've had the pleasure of meeting several times) and Jason Copland (art) and Ed Brisson (lettering).

From May's blog:
In Kill All Monsters! the giants have already won. It's a post-apocalyptic setting in which the world has been completely overrun by giant monsters. Pockets of humanity are hiding and surviving as best they can, but no one's found an effective way to defeat the beasts...until now. Operating out of a hidden temple deep in the jungle, the African Defense Force has created a small until of giant mechs, operated by an international team of the best pilots humanity has to offer. The story begins with the unit's first trip out of their home continent as they try to assess some of the damage done to Europe. What they learn there is even more terrifying than they imagined.

In keeping with the post-apoc genre, KAM is more than just big baddies trading punches. May also promises "...mutant animal-people, barbarians, and secret societies of mad scientists...". As a lover of massive collateral carnage and content in the gamma strain, this is right up my alley--especially since I've been on a Gamma World tear for a while now. It's exactly the kind of stuff that gets my Megathrusters going!

While it's got plenty of panel-breaking action, the base storyline about the human characters is solid and well plotted. It's great to see a really fun idea well executed. The online version publishes a page-at-a-time format employed by many web series, but printed copies aren't far behind. This is pure inspiration for a game, but I can't help but think it'd make for an even more spectacular MOVIE! I particularly love the way the landscape is used as more than just a backdrop...

I can dream can't I?

Linkage

Monday, October 25, 2010

My trip to Gamma Terra...

Here's a pic I took of the event poster, in where else? The bathroom (no lie).
Saturday, I attended the Gamma World release event--Gamma World Game Day--at the Source Comics and Games (my FLGS) here in the Twin Cities. It's been about a year since I've played D&D 4E, and I have to say I felt really rusty. In fact, I'm sure I annoyed some of the other players, but in my defense I played the "newb" at the table so I ended up with several people helping me along with some of the crunch.

The Source held two sessions (11:00 a.m. and 4:00 p.m.) each running about four hours. Since I'd been offered tickets to go see the Gopher game in the morning (they lost--surprise!) I went to the latter. After signing up, I was placed at a table with four other players (three of whom who were pals) and another fellow. They all seemed like nice guys, the three who knew each other seemed to be regular--or at least non-novice-- 4E players and had things down pat. We all began as 1st Level PCs. Our little A-Team of mutants consisted of:
  • Chitter-Chitter: a rat swarm in humanoid form that had psionic powers and wielded the Skillet of Justice™
  • Catnip: a feline plant who later acquired a Heavy-lift Harness (think Ripley in Aliens)
  • Frank: I misheard his origin, but I think he was an enhanced human of some kind with a hoverboard and and fantastically high mechanics skill
  • Kenshiro: again, chargen was somewhat chaotic, but I think he was made out of rock or metal, he swung a brick flail
  • Zeke the Beak: a giant hawkoid who swung a full-sized mailbox and a harpoon gun, and donned armor made of salvaged ironing boards
I played Zeke. Here's a rendering:
Zeke's stats (with modifiers:
STR: 18 (+4)
DEX: 14 (+2)
CON: 16 (+3)
WIS: 16 (+3)
INT: 10 (n/a)
CHA: 7 (-2)
HP: 28 / Bloodied: 14
Zeke had a Nature skill with a +4, which came in completely useless as he had a habit of rolling natural 1's. Oh, and being a hawkoid, he could of course fly his speed (6).

AC: 18
Fortitude: 14
Reflex: 13
Will: 14

The demo module, "Trouble in Freesboro" has five encounters. *Spoiler!* We started outside on a lonely highway and came across some porkers (humanoid pigs) and a swarm of radioactive birds which proved down-right tough to kill. That encounter lasted forever. Later we sauntered over to a research lab where we fought some bots on a rooftop and made our way into the main event (thus skipping two encounters).

There has already been plenty of reviews of the material included in the new set, unboxing videos, and plenty of discussion, so I won't rehash, but I will tell you my initial impressions. For ease, I'll just bullet:
  • First off, we'd all purchased our own booster cards as required by WotC and the store, though the GM was a swell guy and I want to say he'd have been lenient and let us share or borrow a few from his deck.
  • As we all know, 4E is heavy on the crunch, and that's not diluted in Gamma World, however it does play a bit faster and looser. For instance, stats on single and two-handed weapons are listed without going into every permutation thereof, my two-handed mailbox was just as as deadly as say a two-handed parking meter.
  • I'll admit, I'm an idiot sometimes, but I was annoyed that the character sheet and stat blocks for powers (in the manual) are an overcrowded nightmare. Half the time I couldn't tell what I was looking at, let along what blank I had to fill in. Being an idiot in a rush to complete his character didn't help.
  • We did roll quite a few skills that (if it were an OSR game) we likely didn't need to roll for. Frank's mechanic skill (padded through bonuses and some equipment he'd acquired) often ended up in the 30+ range. Yet the GM had him roll his mechanics skill at least three times--twice to defeat door locks.  After a while the GM did relent, again, in the interest of moving things along. I wish this were less a GM-style issue, and more encouraged by the rules themselves.
  • Damage in GW is insanely brutal, with many rounds running like a live-action cartoon of carnage. While fun, we  were warned early and often that we may have to roll up new PCs.
  • The prospect of chargen during the game seems ridiculous to me since it took so long in the first place. The GM had his hands full with the five of us rolling up shiny new PCs. Even with 4E players using a photo copy of the armor and origin tables, it took nearly 40 min. While it would go much faster once you knew what you were doing, each origin has it's own inherited powers so you'd better be familiar with the book if you want it go faster. I had my own solution.*
  •  Apart from these, I'm actually a big fan of the random booster cards. They were definitely the stars of the show and made for an exciting game overall. Early previews of the game had criticized it with more power-boosting/munchkining, but since the game's main strength is its outlandishness (and frankly, it's point) I see this as a benefit.
  • Alpha mutations make up not only your origin, but play a big part from encounter to encounter.  
  • Omega tech is likely far too powerful for OSR tastes, being plentiful in the way of a deck each player can collect, and having the ability to be "overcharged" to enhance performance, but often limits it to single or limited use.
  • All in all I had a lot of fun and I'd play again, though it's quite apparent that so much of the game is sucked up checking rules. This seems like it would be the case for anyone (GM or PCs) learning a new game though, so might not be a big issue in the long run.
Adventure-wise, I don't even know that it would be worth while to recap the whole debacle because it was insane!  Here I thought my giant birdman slapping people around with a mailbox would be the life of the party--but the scene stealer was Catnip climbing up the side of the lab building in the load harness by punching holes in the exterior wall. Even better was his descent down a stairwell that, uh, didn't go so well for the stairs.While we ended up with Catnip and Kenshiro down to 1 and 2 HP respectively, our claim to fame was becoming one of the few groups that day to have all PCs make it the end alive. Quite the feat when you figure that despite the harsh combat, the GM didn't pull any punches.

While all four of the guys playing were great roleplayers, Frank's player sort of became the default "leader" tracking initiative, helping move things along, and knew his rules (even helping the GM) and this made for a better, smoother game experience.

In the end, Zeke flew away with:
  • 420 XP
  • A downed robot's head, which he sported as a hat
  • A kalidoscope that which he eventually traded with Chitter-Chitter for a pair of swim goggles
The Source received a few extra copies of the module and by the end of the night they gave a few to interested parties, such as myself, which was much appreciated! I'd ordered the game online and it arrived at home the day I played (fate!) so I was pleased as punch to dig into the material.
While it would have been nice to have them included in the box, I had the chance to pick out my own set of "irradiated die", pictured above with the Freesboro module.
In any case, I think any group could improve on some of the crunchiness. *To save time I snapped a photos of the powers for my giant (origin 1) hawkoid (origin 2) powers on my smartphone rather than write them all out in a mad dash (which I tried and ended up not being able to read my own scribbles). It was a handy workaround for looking up powers on the fly.
Zeke's favorite tactic was to "deliver the mail" using Brickbat.
Zeke was careful not to use the shriek too often since his buddies were often too close to enemies in combat.
If you've got any curiosity in checking out a 4E game, GW would be a great place to start. I'll reiterate what I've read from others that I can see it as a nice interim game between regular campaign sessions. Just be sure to roll up plenty of PCs beforehand--hell, that's half the fun!

Resources:
A list of the booster cards Alpha (mutation) and Omega (technology)
Overviews of origins and character generation
Overview of gear
Maps