Armor Goes Clank 032 August 9, 2022 (Guess Who's Back!) (55:03)
Mark and Brian
Armor Goes Clank!
Armor Goes Clank 032 August 9, 2022 (Guess Who's Back!) (55:03)
Episode 32. Guess who's back?
The only one. Things have been, well, I mean, just look around.
So, I mean, I don't think anyone's going to fault us for just trying to survive in the world as it exists.
Welcome to season two. There you go.
That'll do it.
Or three or whatever it is we're technically on.
I think we're 2.5.
We've got a lot of catching up to do.
I've got a little bit about one of the segments that we've...
It's not a whole lot about one of the segments.
Because I'm going to let you all out there pursue at least some of the specific information.
But I've got a little something on one of the things that I covered a while back.
Then, of course, we're also covering the peoples of the World's Columbian Exposition.
Actually following on what we left off on.
And you have...
I've got some advice on running one-shots.
And I will give you more details about that coming up.
That'll be handy for me because I'm...
Running for the RPG Buffet in the near future.
Outstanding.
So I'll be interested to hear these.
Because even as experienced as I am running games,
you can always use a little reminder of things.
And even I might learn something.
That is my goal.
But before we get into that,
we've got some drive-thru picks because we're still doing that.
Would you like to go first?
I certainly will.
So one of the things that I've been doing
is I am slowly...
I'm slowly amassing the Scion 2nd Edition books
because I've been backing every one of those Kickstarters that has come up.
Because Scion is one of my favorite games.
But one of the things that is not included in the Kickstarter
is a player's guide called Saints and Monsters.
And you can get that on DriveThruRPG for $14.99.
And I did get it on DriveThruRPG.
And it's really excellent.
It's got some really cool stuff.
It's got new rules.
It's new callings.
A couple of new subsystems.
And mostly just some really, really cool ideas
for one of my favorite games.
And how about yours?
Well, I've been getting into Battletech a lot more recently.
Seeing a lot of resurgence.
They've had some Kickstarters run.
They finished one for their Clan Invasion box recently.
And actually, the book that I'm mentioning for my drive-thru pick this time
is kind of related to the clans.
Kind of.
For those folks who don't know,
I don't know.
For those folks who aren't as familiar with Battletech,
it started off with just five different houses
fighting over the leadership of the Star League
that broke up, oh, two and a half centuries
before when the game starts.
During the fall of this,
this one great general who was fighting to restore the Star League
in the first place saw what was coming,
took a bunch of the Star League defense force
and got out of the Inner Sphere.
That guy's son turned the remnants of the Star League
the Star League defense force into the clans.
And then they popped back in shortly after, like,
I think the core game originally started in 3025.
In 3050, the clans show back up.
And they've totally reworked how they work.
They've got higher technology
because they've been able to preserve a lot of the older tech
and stuff like that.
It was a big shock to the system back, you know,
playing in the late 80s, early 90s.
Oh, when those books came out, they were awesome.
That, uh...
A 3050 technical readout.
But this is not the book that I'm doing.
The book I'm doing is called Ill Clan.
It's the newest era introduced by Catalyst Game Labs.
And, you know, it's gone through different eras
with the clan invasion, of course.
There's the jihad caused by an offshoot of the Comstar faction.
Then there was the Dark Ages
where the Interstellar Communications Network has gone down.
And it's apparently still down.
But now we have the Ill Clan,
and basically the basis of that is the clans
who so long ago were trying to get to Earth
to declare a new Star League.
They finally make it.
Specifically Clan Wolf, and they become the Ill Clan.
That is the setting for this new era in Battletech.
You know, you've got all the different factions
either in a strong position but a little bit on the edge,
and then the ones who are kind of weaker
but have opportunities to,
you know, get theirs, basically.
It's looking like a really cool new era.
And that book's 1999.
That's Battletech Ill Clan from Catalyst Game Labs.
And that's stuff that I'm looking forward to
since, you know, I'm getting back into the game.
I've got primed BattleMech figures on my table over the way here
that when we get done with this,
I'm probably going to go paint one or two of them.
Outstanding. That is a good use of your time.
Yeah, absolutely.
But yeah, that's one thing I got to do this past weekend.
Normally around this time of year,
I mean, right now Gen Con is happening,
but a little bit earlier in the month normally
it would have been Hypericon.
Right.
And folks who've been following me on Facebook or on Instagram
have seen my hashtag not Hypericon post.
Alas, yes.
I'm sure with games that we were trying out then,
and we did play, get a glance on Lance Battletech
and then, you know, I think we played that game in.
We went with Clan Mechs because I had some of my figures in that there.
And I had my 90 ton Assault Omni Mech taken out on the very first turn
due to a head hit with a Lagoss Rifle.
And of course, the other guy running our Lance
wouldn't cooperate with me after that.
So it's like we're not going to win now.
So I guess what I what I what I could,
I will leave that person nameless.
But I'm sure you can guess.
You know what? I bet I can.
But, yeah, that was a whole lot of fun.
I got to try out Azul, which is an awesome, awesome game.
I love it so much.
I didn't pick it up when I was at the game shop today
because I was picking up the Clan Invasion box set
and a bunch more battle mechs and painting stuff.
So that was where all my money went this time,
but it is definitely on my list.
Oh, yeah. Azul will be around.
Yes. I mean, there's already another version of it
and several expansions.
So, yeah.
And I played Splendor.
Another one of my favorites.
Yeah, I got to finally try out Definitive Edition
Sentinels of the Multiverse.
Ooh, how was that?
Oh, it was smooth. It was really good.
Good to hear.
Really good, yeah.
We had, I think, Captain Cosmic.
Who?
Did the other people take?
Wraith and Tachyon against the Matriarch.
Nice.
And once we figured out the one time through that,
no, we don't want her flipping over
because she gets all of her points back.
Oops.
So the mask has to stay in play.
Once we figured that out, the first...
Well, I mean, we actually won overall,
but we wasted a little bit of time letting that happen.
Gotcha.
Because, well, something cool must happen.
Right?
Right.
But our host's son is...
They're sort of getting him into board games
with a couple of things.
They have the junior version of Ticket to Ride,
which was interesting.
I didn't actually play that one,
but it's really not much different from the core game.
It's just a lot less stuff to actually put out.
I gotcha.
And a game called Outfoxed,
which is a mystery game.
You move around and you turn over clue cards.
The way that the dice work is you can either go for clues,
which is wandering around the board picking the clues,
or you can find suspects,
where you have little eyeballs or something.
Oh, cool. Okay.
And you roll all of one...
You have three rolls for all three of your dice
to be one of those kinds or the other.
Nice. Okay.
And if you succeed,
then you either turn over some number of suspects
or you can move your piece towards a clue,
however many spaces as you rolled paw prints.
If you don't,
then there's this little miniature fox
that moves across the board.
And if it gets all the way off the board,
then we all lose.
It's a co-op game.
Ooh, that sounds good. Okay.
And each of these suspect cards has a card that you...
a deck that you choose from.
It has all the stuff...
aspects that the perpetrator has,
whether it's they have a scarf or a wristwatch
or a necklace and other things like that.
And you have the card that you put into this little plastic folder
and there's a little sliding door on that.
When you get the little clue thing,
that fits into the hole there
and you pull the door back and you see...
And each of those clues is one of those aspects.
So you can determine whether or not they have those
and narrow it down who it is.
It's sort of a clue with fewer steps, kind of.
Got it. That sounds really cool.
And it's a kid's game,
but I can use...
I can easily see something like that
done with a more adult theme to it.
A hundred percent.
Yeah, yeah.
That sounds like my kind of co-op game.
Yeah.
And I'm trying to think what else I may have played.
I don't remember.
Those are the main things that stick to mind.
So I got to do that.
And that was just a few days ago.
And we did play that one Battletech scenario.
Yeah.
Yeah, just a little bit painful losing a mech first turn,
but that was our fault for using only one map board,
I guess.
Yeah, and someone got lucky and rolled a 12.
So, oh well.
Yeah.
That'll happen.
Let's see.
As far as what I've been up to,
I've been watching a lot of TV.
Really, I can highly recommend both Ms. Marvel and Moon Knight.
Yes.
Liked both of those a whole lot.
For those of you with HBO Max subscriptions,
Westworld is back and just continues to be great.
It's Westworld.
When I first started watching Westworld,
I didn't expect it to turn into...
the cyberpunk series I've been wanting,
but here it is.
Yeah, I've really been enjoying those.
I did run a one-shot of Monster of the Week over on Jim Ryan's channel.
And once that shows up on YouTube,
I will throw a link into whatever show notes are closest to that.
Coming up, I'm also going to be running on October 21st,
I'm going to be running a game of Hollow Point for a charity called Play Cancer Away.
So I'll have a link to their Twitter and other information about that.
And the player sign-up sheets are already live.
Click over to that if you're interested in playing
and help us raise some money for cancer research.
Awesome.
In the gutter Skypes, I've been running Traveler with the Secrets of the Ancients.
Nice.
So that's pretty good.
And the other group that I was playing with,
I was doing the Mythic D6 Ordo Noctis game.
Oh, yeah.
I ended up having to abandon that, too, for similar reasons.
But we're getting ready to start a fringe-worthy game using the Cephas engine.
Ooh, I like the sound of that.
Which is basically Traveler.
Yeah, in a lot of ways it is, isn't it?
Yeah, pretty much.
That's what it got derived from by a couple of steps.
And I'm also going to be, for the RPG Buffet next month,
I'm going to be running a one-shot of...
Star Trek Adventures.
Oh, which is...
So I've got to figure out that whole thing.
Yeah, that's going to be fun.
And I really like that system.
I have played...
I think I may have played every Star Trek game.
I think I have played and or run all of them.
And this one is my favorite.
Awesome.
I like what they did with it.
The last Unicorn one was close second.
But I really like what Medivius did with this.
I like the system.
I like the way it feels.
I've only run it once so far,
but it was such a good experience.
I really want to do it again.
So I'm really looking forward to hearing this one.
Yeah, I am glad to hear that
because I'm kind of dreading trying to figure out
the different point economies that are active in this thing.
But we'll see how that goes.
Yeah, it's got a lot of stuff.
But...
Yeah, for me...
Well, I'll tell you, my favorite part of it, though,
is the character generation.
So if you're doing pregens, if nothing else,
you'll have fun doing that.
Yes, absolutely.
Before we get into the one-shot advice, though,
I do have one quick update about the man from TARED.
And I was so surprised to hear this.
There's a YouTube channel called Disinference.
We'll have a link to them in the show notes.
I'll make sure that Brian gets that.
There's a video called
How Reddit Solved the Man from TARED Mystery.
A thread came up about it on the Unsolved Mysteries subreddit.
I don't have the full details right in front of me,
but apparently it comes down to there was an actual guy,
but rather than being from another universe or something like that,
he was running on a fake passport.
Hmm.
There's a reference to a city that turned out to be actually in...
Algeria, and there are a people there called the Toreg.
Right, okay.
And that's where you start getting some of that in there.
And there was references to this in the...
There's apparently a reference in 1960 in a Canadian newspaper
about the case in Japan dealing with this guy and his fake passport and all of that.
And apparently it got discussed in the Canadian Parliament.
At least the name of...
The actual name of the guy got mentioned in something to deal with the stuff there.
So, yeah, it turned out to have been based on an actual guy's just, like I said,
using a fake passport rather than some other mystical thing.
And it turned into all of this.
Yeah.
Oh, I'm looking forward to reading that.
Yeah, once...
Like Mark said, we'll have the links in the show notes.
And as soon as I get them, I'm going to go check it out.
Yeah, the...
Notes thing on the YouTube video,
it has a link to the Unsolved Mysteries subreddit post.
So you can find that easy, and we'll have all of that for you.
And that is a less fantastic thing now,
but you can still use it for all kinds of fun.
Absolutely.
And so we'll take a quick break here, and we'll come back with tips on one-shots.
We'll be right back.
I'm glad I read them, because it put me in mind of running this specific session differently.
And I've run a lot of one-shots before,
and I have sort of just naturally, over the decades that I've been game mastering,
made adjustments here and there.
But despite the fact that I have been game mastering for a rather long time,
it actually didn't occur to me to go in with purpose, if you see what I mean,
in order to...
run a one-shot.
I thought that what I would do, because as Mark said,
even those of you that have been game mastering for a long time,
and Mark and I are certainly among them,
I've never stopped encountering new things,
and learning new stuff,
and paying attention to the way other people run things.
And so part of this is having read other people's advice on it,
part of this is just having done it for a long time,
and a big part of it is watching and or listening to it,
and a lot of actual play sessions,
most of which, you know, a whole lot of which end up being one-shots.
So I've been kind of paying attention to what worked and what didn't for them, too.
And as with all advice, of course, your mileage may vary,
every single one of these is conditional on the way that you run things,
and the way your players for that specific session go.
But I can just say kind of what's worked for me.
So first off, the reasons you might want to run a one-shot,
the biggest one for me is like if I'm at a convention,
because even though I have not been in a...
attending conventions in person for a while,
I have virtually attended some conventions and I have virtually run some games.
With a few exceptions, convention games are always going to be one-shots.
Sometimes, let's say that you're normally a player,
but you'd like to just try your hand at game mastering,
but you don't want to tackle a whole campaign,
one-shot's perfect for that.
It'll just give you a taste of how to do it,
it'll give you, like, some more confidence,
and just using the skills,
and especially if you're playing with your group that you've been playing with a long time,
if you're like, hey, I'd like to try running something.
That's how I think a lot of people will get started.
And another reason you might want to do it is you might just want to play something different
from the game that you and your group are usually playing.
Maybe you don't want to, again, maybe you don't want to do a campaign out of it,
but you just want to try a new system.
Everybody's interested in this new game that came out, let's just see how it works.
So my first actual piece of advice on this is,
pick a game that works well for one-shots.
You could probably make almost any game really work well for a one-shot.
And in this case, I'm talking about games with traditional Game Master and player setup.
A lot of the GM-less games work really well as one-shots.
For example, Fiasco, Follow, Kingdom, stuff like that.
But if you're wanting to run a one-shot,
I would pick something like Hollow Point by VSCA,
which is basically designed to be a one-shot.
Which is basically designed to be a one-shot.
The first game in the convention, Monster of the Week,
works particularly well.
It's right there in the title.
You can just, you know, you turn it into an episode of a show that you wanted to see.
But for that matter, I mean, Pathfinder and D&D work exceptionally well
as long as you craft your adventure properly.
I would also, if you're at a convention, always do pre-gen characters,
because you don't want to take up part of that session doing character generation.
Unless you're playing a game like Hollow Point,
in which character generation literally takes 30 seconds.
Other than that, you need pre-gens for a convention.
I would actually recommend pre-gens no matter what,
unless you have the opportunity to get together with the people beforehand,
either online or in some manner,
and have them make characters before the session.
Whatever you do, try not to take up session time with character generation.
Or if you're going to do that, make sure you plan it.
Make sure you plan like a six-hour session.
And just build in that time.
I would definitely recommend that.
The other thing I would do,
if you are making pre-gens,
make more characters than you have players.
Because that way,
when you're handing out the choices,
people have more of a choice.
You don't get that one person at the end
that's just stuck with the one character that's left first off.
Which, you know, maybe they're fine with,
but at least this way,
the person at the end has three or four to choose from,
as opposed to doing that.
And also, everyone gets more choices.
Now, the challenge for the Game Master in that case, of course,
is make sure that your adventure works
with any combination of characters people might pick.
Just make sure when you're making those,
they all fit.
Make sure whatever you have for your adventure
doesn't rely on someone picking the wizard,
because you know what's going to happen.
I've been in that situation.
I've seen that happen, too.
However, having said that,
you can use anything that they don't pick as an NPC,
because you've already made the character.
So, worst-case scenario,
you can have them show up,
but that's less fun for the players.
One other use for those extra PCs, though,
is if one of those characters
that the players did pick gets killed,
then you've got someone else for them to play.
Immediately, they're just like,
oh, looks like you can choose between
the rogue and the ranger now.
Which one do you want to play?
And you can throw those in,
assuming you have things set up that way.
But hey, you're the Game Master.
You can set things up that way.
The other thing that I would recommend is
start the player characters out
already together in the same place,
and knowing each other,
and having watched together before.
At this point, you kind of need to decide
what your philosophy behind running the one-shot is.
Do you want this one-shot to be
like the pilot of a TV show,
or do you want it to be more like
the final, like a season finale?
Because if you do,
then you can make adjustments.
But either way, once again,
I would recommend not having the players
meet each other in character.
Just say, if they're making the characters up
during character generation,
have people come up with connections.
If you're playing Monster of the Week
that's already built in,
a lot of games do that these days.
So that's kind of nice.
Having said that,
don't be afraid to make adjustments
to the game, for that matter.
Monster of the Week suggests starting the characters
out with fewer luck points
than you would have if you did a campaign.
So that way, they can run out of luck points,
or they're more likely to run out of luck points,
and they get to the end,
and then they have to make those decisions.
Yeah.
I like that idea a lot.
Another thing I like to do on a one-shot,
I did this with,
when I was running Scion first edition,
and it was just a one-shot,
I started the characters out as demigods
instead of heroes,
because it was only a one-shot,
and I thought it would be a lot more fun
if people could just start out
with some of those advanced powers.
And on top of that, again,
it was a one-shot,
and we just, you know,
we wanted it to be big,
and just, you know,
people throwing all kinds of stuff around.
You don't have to start people off
at the beginning level,
I mean, you don't have to do that
with a campaign either,
but sometimes that's the fun of a campaign,
is letting people grow.
But in this case,
yeah, just see what happens.
If you're like,
let's say you just got a new source book,
and it's got some new stuff in it,
and you're curious about how they work,
okay, fine,
you're all,
eighth level now,
because that's what you need for this spell.
I would recommend keeping puzzles to a minimum,
because you don't have much time.
I'm assuming here
that you maybe got a four-hour session.
Especially if you're at a convention,
you do have a four-hour session,
and you've got a hard stop,
because the next person needs that table.
If you're just playing, like, you know,
with some friends and stuff like that,
you can make it a little longer,
but sometimes, you know,
people have lives,
and they have places to go.
Anything that takes up
a whole lot of time
unless your players are really,
really into solving puzzles,
I'd recommend keep them to a minimum,
and also rely more heavily,
this is just good advice anyway,
rely more heavily on what the characters can do
rather than what the players can do.
As far as, like, investigation
and stuff like that,
and speaking of investigation,
if it is investigative,
if people are trying to figure out,
like, a mystery or something like that,
make the clues super easy to find.
Easier than you think they should be,
because you came up with,
so you know the answer.
The other option, of course,
is don't have an answer in mind.
See what the players suggest,
and, oh, it turns out they're right.
Just improvise.
Let the players tell you what it is,
even if they don't realize
they're telling you what the answer is.
If nothing else,
borrow the design philosophy from Gumshoe,
and just, you know,
they're going to get the clues.
It's a matter of how they put them together.
And that is an excellent point.
I forgot to mention Gumshoe,
but Gumshoe games also work well for one-shots
for exactly that reason.
If you are doing an investigative game
and you want to do a one-shot,
I would check out any of the Gumshoe games,
specifically for that reason.
But check it out.
Pilgrim Press does the Gumshoe,
and it started out with Esoterrorists,
Trail of Cthulhu also.
So, yeah, there are some really, really nice,
and it's expanding a whole lot.
They've got a new fantasy one out,
so it's really cool.
I'd say good elementary ones
to start with that gets you to the core concept right away
would probably be either Esoterrorists
and maybe Fear Itself.
Those would be my...
Oh, Fear Itself.
Thank you.
Yeah, those would be my recommendations.
Fear Itself specifically, I think,
would work great for a one-shot,
now that you mention it.
Oh, also a game called Inspectors,
which Esoterrorists always reminds me of.
And I'll have links to these in the show notes,
but Inspectors also work great for one-shots.
It's sort of like Ghost...
It's basically Ghostbusters.
Yeah, and the...
The investigative thing there
kind of ties into one of the other things
that you mentioned,
except it is explicitly
when the PCs make a task role of some kind,
they decide what happens.
So they literally make up the mystery
as it goes along with the little side tracks
whenever they fail a role,
and the GM has input on it then.
That creates some wonderful stuff.
It really does.
And that's one of my favorite things
about systems like that.
Monster of the Week works the same way.
In that I get to be surprised
just like the players do.
And I love that,
because that's one of the reasons I play games,
specifically role-playing games,
is for those surprising things.
And I like it when I learn something about the plot.
Yeah.
Even though I've made up the skeleton of it,
a player will come up with something,
and I'm like,
that's so cool,
and then we run with that.
And I really like games where that's built in,
so thank you for that recommendation.
I'm really glad that you mentioned that.
Okay, so another thing that you might do,
is make sure that each player character
has some sort of goal
that is related to the adventure.
At the very least,
put something from their backstory in it,
like an actual character for the backstory works great.
Sometimes the relationships between the PCs
can do this for you.
Like if one of the characters
is the bodyguard of another one,
then they have a built-in goal,
you know, protect that character.
Or a built-in secondary goal,
or to them it might be the primary goal.
It's like, I don't care about this mystery,
I just want to make sure
that this guy doesn't get killed.
You might think about starting in Medias Res,
just like have them in the middle of action.
At the very least,
cut out the travel time to wherever they're going.
You can say,
so you've heard about these mysterious goings-on
over at Old Man Johnson's farm.
Here you are at Old Man Johnson's farm.
What are you doing?
You can also cut out a whole lot of the
investigation they might have done.
You can literally just take five minutes or less
and just say, okay, so it turns out,
that you just did a bunch of investigation
and you learned that the weird stuff
is centered around Old Man Johnson's farm.
Go there.
Or more to the point,
you are there, hit it.
Cut out as much of the stuff that,
it's fun and I like doing it during a campaign,
but in a campaign you've got the room to do it.
In this one,
I recommend just cutting straight to the action
and immediately,
sometimes you might want to start with them
actually, I don't know,
being like in some sort of danger or something,
being shot at or something like that.
Or, like I said,
take it a step back from that
and just have them arriving at the place
they would normally go to first.
And then from there,
they have the freedom to do whatever
they're looking to do.
Another thing is,
even if you're just playing with some friends,
you've probably got some sort of time limit on it.
So you need to keep a closer watch on the time
than you would normally do during a campaign.
Because you don't have next week
to kick things over to.
It's just not going to happen.
So once you see that you're getting
pretty close to the end,
you've got maybe an hour,
half an hour left or something like that,
go ahead and jump to the end of the thing.
Do whatever you need to,
to get them to some sort of finale.
Have one of the bad guys get wise to them
and just attack them or whatever.
Whatever you need to do.
There are a lot of different ways you can do it.
But if things are obviously building towards
a specific sort of finale,
go ahead and push things there
so that way you don't have to really,
really rush it right in the last 10 minutes or something.
Because I've been there and it is difficult.
I hate doing that.
It always works better for me if I see it coming
and I can throw in a scene or something
where people just jump to the end.
One other thing I do like, though,
is that you can tell stories
in sort of smaller lines,
smaller areas.
You can do like a world-spanning one-shot.
There's nothing wrong with that.
But one thing that helps me
is if I keep the setting really small.
If I keep it in like, for example,
the one that I did for Monster of the Week
took place in a shopping mall.
And the whole thing was in a shopping mall.
And they never left the shopping mall.
And there was plenty to do,
because it's a shopping mall.
You know, plenty of different locations within it.
But everyone knows what a shopping mall feels like.
So it was pretty easy to describe stuff.
Another thing that works really well for a one-shot
is sort of the classic guard the caravan mission,
where your location is basically
always going to be the caravan.
You're never leaving the caravan.
And, you know, you as the game master
just keep attacking the caravan.
And that helps a lot, because you've got
your beginning, middle, and end already set up.
You know the destination.
And all you have to do is
throw enough obstacles at them
before they reach whatever the destination is.
This advice isn't just for GMs.
Let's say you're playing in a one-shot.
You can take risks that you wouldn't
take if you're running a campaign.
In fact, I'll wrap this up with an example
of exactly that.
So back in the 90s, I basically spent that whole decade
running Vampire the Masquerade.
We played once a week.
It was a multi-year campaign.
We had detailed the city.
We knew the NPCs.
We knew the politics. We knew the history.
It was a really, really rich campaign.
And because we played once a week,
we could move at a fairly slow pace.
And we did.
But the Guide to the Sabbat came out,
and I thought it had some cool stuff in it.
But I was running a Camarilla campaign.
And I did use
some of that Sabbat stuff
as antagonists, because
that's a lot of what it was for.
But it had
some really cool ideas that I thought
my players would be into.
So what we did, I pitched it to them.
I was like, would you guys like to do just a one-shot?
We do some Sabbat characters.
And they were like, yeah, that sounds fun.
We talked over the thing. They were like, yeah, that'll be different.
And let's give it a shot.
So what we did was, we set it in a completely different city.
We came up with
just enough backstory for them to have
reasons to be in that city and doing stuff.
But because the Sabbat have a
completely different philosophy from the Camarilla,
everyone played their characters
really differently.
The other reason they played their characters differently
was that it was a one-shot. They were like, okay,
I'm not that attached to this character, to be quite honest.
I just want to see where this goes,
and I want to tell a cool story.
Separate characters came up to me
at different times, and
independently of each other,
each of them decided that their character would
go out in a blaze of glory during the finale.
They were both like,
I think I want my character to just
die, but I want him to die
in some really amazing manner.
I want him to die taking out something.
And because both of them said that,
they had ideas for what they wanted to do.
And we still talk about that game
because that ending was spectacular.
It was just amazing.
Two of the five characters
just literally, there was fire.
They literally went out in a blaze of glory.
And they wouldn't have done that
if it had been a regular campaign.
There were other things I could mention,
but I think that hits a lot of the highlights.
If you're interested in this kind of thing,
we don't do a lot of advice stuff,
but it occurred to me, just like Mark said before,
I have learned a lot
from other people doing exactly this kind of thing.
Well, one of the things
I learned from was,
I'll throw a link to this video
in our show notes,
is when I was preparing to run
Monster of the Week, I looked at
a guy that does a lot of videos about
Monster of the Week, and he had some
really good stuff to say.
That was the other reason I wanted to do this,
because even as long as I've been doing this,
he made my game a lot better,
because I hadn't really played
Monster of the Week that much.
Anyway, like I said, if you're interested in this,
we can do some more of these advice things,
and yeah, I did pick up a few things
that I can put towards that
Star Trek Adventures game
that I had in mind, because I have a basic scenario
in mind, and it is sort of a
it was originally going to be a
sort of a pilot episode of a larger campaign
that I was going to do, but it's detached from all the rest
of it. It's an entire
sort of separate thing from what the
quote-unquote main series would have
been, except that the
antagonist would have shown up again towards
the end of the first season,
in the completely different place.
I'm not going to go into all
of it here, but maybe when we
finish the call or something, I can give you the
capsule. I would like to hear that. Yes, I would.
But before that, though, we've
got the World's Columbian
Exhibition Part 2,
The People. Nice.
Right after this.
Of course, I say right after this, and it's just bumpers
right now. If folks want to send us
ads or something, we need to figure
out a rate sheet and that, but we need to
be more consistent
first, and we'll see how that happens. Fair point,
but I want to say no
to some ads, so that'd be fine.
Or just convention
promos or something like that.
Well, that's a fair point.
Like we used to do.
So, the World's Columbian
Exhibition. We talked about this
back in episode 31.
If it's been a while, I encourage folks to go back
and listen to that. That was
the basic overview of the general
situation of that particular
World's Fair, and
I planned on the second
part being a
deeper look at people that
you might run into, both real people
and I made a quick list of
fictional people and
situations for the
late 19th century
that folks might have
fun including into this somewhere.
And I figure that the first thing I need to
mention is one that we mentioned on there,
but in the wrong context, and that
is George Washington Carver.
He is, of course, famous for
peanuts and its various uses
like we mentioned there, but he's not
going to do that work until the 20th century.
His presence at the
exhibition is a painting
exhibit at the Horticultural Hall,
I believe.
At the time, he was a student at
Iowa State working on an agriculture
degree there, and
he painted up various
plants, fruits, and that kind of thing,
and had that on exhibit
at the exposition.
He was also the first black
student at Iowa State, so
that ties into that too, and
yeah, granted he's not doing the
whole peanut thing yet, but maybe you could
make that part of some kind of a
time travel plot where
people are coming back in for
some reason wanting to divert him
to something else, or
something, I don't know.
Because why do we need peanut
butter, I guess?
I trust all the game masters
out there to find a much better
reason than that.
I did want to clarify that
since we leaned into the whole
peanut thing back then.
So, I mentioned
that at the close of exhibition,
the mayor of Chicago,
Carter Harrison Sr.,
was assassinated. The name of his
assassin is Patrick Eugene
Prendergast. I love these late
19th century names.
The interesting thing about that though is
after all of this and during his
trial, because he was represented by Clarence
Darrow. In two trials
they were trying for an insanity defense,
but it didn't work
out because Prendergast
is also the only
client of Darrow's ever to
receive the death penalty.
Edmonia Lewis,
she is of African
American and Ojibwe heritage,
the first African American sculptor
to gain national and international
prominence. She was there.
Joan Imogen Howard,
an American educator and principal
from Massachusetts,
characterized as a black liberal
integrationist. She was the first
African American graduate of the
Girls High and Normal School in Boston
and the only African American to
serve on a state board for the
Columbian Exposition.
We went through some of the
issues last time.
Right.
The people who were part
of the exposition could be
there, but like for
an example we mentioned Frederick
Douglas, who represented
Haiti in the exposition
and in fact had
the tract I believe
that we mentioned last time that he
had there.
Nancy Green was
there.
Wouldn't be such a popular choice today.
She portrayed Aunt Jemima for the
R.T. Davis Milling Company, but that was
a big thing then.
Saretta Jones, a soprano known as
the Black Patty. She was already a famous
opera singer when the
exposition came about.
There were numerous other black artists
at the fair from
minstrel and ragtime shows to
more formal classic ensembles and
just street buskers.
They're not entirely absent, but again
getting into the main
white city.
I remarked on the
naming there last time.
I won't do it again.
It was supposed to
only be because of the buildings,
but yeah.
Also given the times, yes.
The street in Cairo
included a popular dancer
known as Little Egypt.
She introduced America to the suggestive
version of belly dance known as the
Hoochie Coochie.
The tune said to have been improvised by
Soul Bloom and now commonly associated
with Snake Charmers, which
you know, it was the
1890s.
He proposed that apparently when his
dancers had no music to dance to at the
time, and he didn't
copyright the song at the time, so it
went into public domain pretty quickly.
Joseph Douglas, classical violinist,
achieved a wide recognition
from his performance
there. Became the first
African American violinist to conduct a
transcontinental tour, and the first
to tour as a concert violinist.
Moving on to some other peoples.
A 250 voice
Mormon Tabernacle Choir
formed, well they competed
in the
taking second place prize of
$1,000, and this was their first appearance
outside of the Utah Territory.
On
August 12, 1893,
Antonin Dvorak conducted a gala
Bohemian Day concert at the exposition
besieged by visitors
that included the conductor of the Chicago
Symphony, who had arranged a
performance of
Dvorak's American String Quartet.
Helen Keller
and Anne Sullivan were there
during the summer of 1893, as well as
Alexander Graham Bell.
Catherine Lee Bates visited the
fair. She is of course famous
for America the
Beautiful, and apparently
her mention of
alabaster cities was apparently inspired
by the white city of the
exposition. Okay,
I'm going to go through this
name slowly to make sure I get this right.
Persian traveler Mirza
Muhammad Ali Moeen
al-Saltaneh,
he departed from Persia
on April 20, 1892,
specifically for the purpose
of visiting the exposition.
Swami Vivekananda,
he was a key figure
in the introduction of Indian
teachings and practices of Vedanta
and yoga to the western world,
credited with raising interfaith
awareness and bringing Hinduism to the
status of a major world religion
during the late 19th century.
He visited the fair to attend the
development of the world's religions
and delivered a speech there called
Sisters and Brothers of America.
Edward Muybridge gave a series
of lectures on the science of animal locomotion
in the Zoapraxagraphical
Hall, which was built specifically
for that purpose on the Midway
Pleasance. That's a great word, too.
Yeah. He used
his zoapraxascope
to show his moving pictures
to a paying public, making
that technically the first commercial
movie theater. Nice.
So there was a great deal
of space occupied by the Westinghouse
Company devoted to demonstrations
of electrical devices
developed by Nikola Tesla,
including induction motors
and the generators that they used
to power that. And
in fact, Tesla himself was there
for a week in August to attend the
International Electrical Congress,
being held at the fair's Agricultural Hall
and to demonstrate his
wireless lighting system in a
specifically set up darkened room at the Westinghouse
exhibit.
And he had done these demonstrations
previously throughout America and
Europe before that, including using a
nearby coil to light up a lamp
that he held in his hand.
So there's some fun there. You also
had Harry Houdini and his brother
Theodore performing on the Midway.
And the final really big one,
Buffalo Bill Cody
came to Chicago despite
the fact that he was denied a spot
in the fair itself.
He just showed up. Yeah, he
brought his
Wild West show with him. They set up just outside
the edge of the exposition
near where he was doing
that. Historian Frederick Jackson Turner
would give academic lectures reflecting on
the end of the frontier era that
Buffalo Bill represented.
Now, an interesting thing that I found out,
I don't know if this was done in particular for the
fair, but the year 1893
seems right, and it's the kind of thing that
you would probably do for an event like
this. He changed the title
Buffalo Bill's Wild West and
Congress of Rough Riders of the World.
It began with a parade
on horseback, participants from horse
cultures including, you know,
from the U.S.
and cowboys,
American Indians, and performers from
all over the world including Turks,
Gauchos, Arabs, Mongols,
Georgians, featuring their
distinctive horses and costumes
and all the stuff
that they would
do there. It seemed to be a show developed
particularly
for an event like this.
They didn't let him in, so he came
anyway.
Sounds about right.
And I don't know how many of these
folks were there, but part
of his show during 1893
was not only Annie Oakley
and Frank Butler, but Martha Jane
Cannery, also known as Calamity Jane.
That's a whole
all-star thing on its own there.
No kidding.
And that brings me to fictional
people and events that can
be part of this. I did mention
Sherlock Holmes last time because
I've seen a
couple of possibilities for when
the final problem, which was when he went to the
Reichenbach Falls, happened.
I've seen December 1893
as one possibility, but May 11th
1891 is another one.
Now, of
course, December 1893 might be when he came
back. My notes
were not particularly...
I sketched a lot of really brief notes
for these.
And even if he had faked his death,
which was, you know,
what Boyle rewrote
later, right?
Even if he had,
maybe he was in disguise and decided
to head over to the States for a while to lay low.
Right.
I've got Mark Twain noted down here. He's an actual
person, but he was alive during
the era and he could have been there. I don't recall if he
was actually there or not.
As far as sticking with the whole Holmes thing,
if Holmes is there,
it's entirely possible that Irene
Adler could be poking around there,
or Irene Norton, as it
would be after that point.
Dracula was published in 1897.
The date of the actual events,
I believe, are indeterminate.
And so, you know, you could have
fun with
stuff
branching off of that, including Abraham
Van Helsing. Oh, true.
Mm-hmm. Dorian Gray
could be poking around because, you know...
Nice. Right. It's the
right era. And then,
they did have art exhibitions.
They did. They did.
Professor George Edward Challenger
would be a bit long in the tooth,
possibly, but he was the president...
In the canon, he was the president
of the Zoological Institute of London
by 1893.
So he may not have had his
ideas of the whole lost world
and all that yet. Yeah.
But he was in, I think, other stories
than that. Yeah.
And he's...
He's an interesting character.
Another book that happened...
Well, it was
serialized in 1897,
and that's War of the Worlds.
Again, date of the events
indeterminate, but imagine
the World's Columbia
Exhibition, and you've
got an
exhibition of the
Martian war machines left behind.
Or maybe they land
while the thing's going on.
True. There's some fun
you can have there. Now, they
had these characters running around in the movie version,
but I believe that the canon...
the comics canon of
League of Extraordinary Gentlemen also had Alan
Quatermain and Captain Nemo running around in
that time period. Yes. Although Nemo's
a bit long in the tooth by then.
He does seem somewhat
younger than he ought to be in the movie.
And if you're going to be doing some
time-shifting there, Phileas
Fogg of
Around the World in 80 Days. Granted, that was
in 1872,
but
surely at that point he was young enough that he's still
kicking around during the
exposition and
might even be there to tell the tale of
his voyage. Yeah.
And that kind of thing. And that's
most of what I've got written down here.
So,
running a game based around the
World's Columbia Exposition or having
it as a factor somehow, there's all
kinds of things you can do with that.
All kinds of people you can work in.
They could be the basis, like I implied earlier,
of time travel plots.
If you're playing something like Time Watch or Time Master
or Doctor Who, for that matter.
I mean, since
they can turn up whenever.
And, in fact, the
Torchwood Institute would have been around by then.
Surely they would have sent some
agents if they were around, because
you know,
what better thing to do there?
And given that it's in America,
you could use a lot of the American folklore
for that, too. You could bring in, like,
Pecos Bill or Paul Bunyan
or Johnny Appleseed
who was a real guy.
But, also, some
tall tales were told about him.
Yes. There's lots of possibilities there.
There's one guy that I've left out.
And I'm saving him for
the next episode.
And,
in our crime blotter,
I know that one of our rules is we're
avoiding murder
unless it's particularly interesting.
And I think H.H.
Holmes is particularly
interesting. I agree. Yeah.
So, next time we will be talking about
I'm not going to say the
good Mr. Holmes, but
Definitely not. No.
And that's not even his real name!
But we'll get into that next time.
Looking forward to that one. Yeah.
Any thoughts before we move along?
No, no. I just wanted to throw in my
American folklore thing, but
I love the idea of
basing something there, because
so much was going on. Absolutely.
And it was so busy and it was so crowded
and you could get away with a whole lot of cool stuff.
Plus, exhibitions
are rife with ideas
of science or super
science or...
I've been watching the
both the Librarians and
Warehouse 23 recently. Oh, yeah.
And both of those
have a whole...
Any artifact from either of those shows
could be on display
and maybe the person knows what they have
and maybe they don't.
Absolutely.
Alright. Sounds like a good place to
wrap that up there, then.
I'll have a few last words before
we head out for the night.
I know we posted
about it back when it was
happening, back before our
unexpected hiatus, but
I know that Carol, our
former co-host over at All Games Considered,
she had a stroke
back in February, and she's
getting better over time. I think
the last I heard directly from her, she was
accepting editing work again.
I'm glad to hear that.
I'm not sure exactly
where she is with all the rest of it yet.
I haven't looked up
to see if the GoFundMe
is still up or not.
They haven't quite hit their
goal yet, so I will send you that
link, too. Yes, we'll definitely get that
in the comments. They've come a
long way on that
particular fundraiser, but it looks like
they're still a little short of the
goal, and I know
that she's still
getting back to hopefully
100%, but we'll
definitely put that in there. In fact, I'll
go ahead and drop that into the chat.
Excellent.
Because I have that right here.
I don't have to
wait and dig it up
from somewhere. Anything
else on your side?
No, nothing else from here.
By the time you all hear this, it's probably
Gen Con has
come and gone. We'd love
to hear what you all encountered
then. Maybe we can work that some into
the next show. Absolutely.
In the meantime, we'll hopefully be getting
back into the regular swing of things here,
and I'm
looking forward to it. Yep, and
if you have ideas for stuff you'd like us to talk
about, or just want to mention anything,
or if you have something
you'd like us to expand on,
we're about to give you a whole bunch of ways to get in
touch with us. Yes. First
off, you can email us at ArmorGoesClaims.com.
spelled in the
American fashion. Indeed.
A-R-M-O-R.
You can catch us on Twitter at
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A-R-M-O-R.
We do have a Facebook
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Well, I mean, it's been pretty much
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Same thing goes for Twitter. We always do new episodes
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All of these links are in the show notes,
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Can't believe I forgot
particularly to
mention that.
Well, one of us is always going to get around to it.
You know, like I said,
we're getting back into the
habit of this.
We're blowing the dust off.
And one final thing is that
we have a Discord server going.
We haven't been doing a whole lot in it
because there's been
a break going on, and
we've got a handful of people in there now.
We do, and the link
to that is on our show notes.
Alright, so
I hope to talk to you all again
soon. And thanks as always for listening,
and we really appreciate it.
Have a good night.
Good night.
Armor Goes Clank is produced by Brian
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